THE 


MODERN  CHESS  INSTRUCTOR 


W.   STEINITZ 


PART    I. 


<  ONTAINING     ELEMENTARY     EXPLANATIONS     FOR     BEGINNERS — THE     DESCRIPTION     OF     NOTATIONS — A 

TELEGRAPHIC    CHESS    CODE — AN     ESSAY     ON    THE   PRINCIPLES    OF   THE    GAME   AND    ANALYSES 

OF  SIX   POPULAR    OPENINGS,   WITH    ILLUSTRATIVE   GAMES    TO    EACH    OPENING,  ETC. 

ETC.,    ETC.       THE   APPENDIX    CONTAINS    THE     GAMES     OF    THE   CONTEST 

BETWEEN    MESSRS.    STEINITZ    AND    TSCHIGORIN     PLAYED     AT 

HAVANA       IN       JANUARY      AND      FEBRUARY,       I 889 

WITH     ANNOTATIONS    BY    THE     AUTHOR 


G     P.   PUTNAM'S    SONS 

NEW    YORK  LONDON 

>7    &    29    WEST    23D    STREET  27    KING    WILLIAM    ST.,   STRAND 

l889 


COPYRIGHT   BY 

W.  STEINITZ 

1889 

[ALL  RIGHTS  RESERVED] 
Entered  at  Stationers'  Hall,  London 

BY  W.  STEINITZ 


TO  THE  GENEROUS  PATRON  OF  CHKSS  AND  CIIKSS  MASTERS 

THE  HONORABLE  R.  STEEL,  OF  CALCUTTA, 

MEMBER  OF  THE  EXECUTIVE  COUNCIL 

OF  HIS  EXCELLENCY  THE  VICEROY  OF  INDIA 

THE. WHOLE  WORK  ON  CHESS  OF  WHICH  THE  PRESENT 

IS  THE  FIRST  VOLUME 

IS  DEDICATED 

WITH  THE  MOST  SINCERE  SENTIMENTS  OF  THE  HIGHEST 
ESTEEM  AND  WARMEST  FRIENDSHIP  BY 

THE  AUTHOR. 


CONTENTS. 


Page 
DEDICATION  AND  PREFACE 

CHAPTER  I. — Description  of  the  Game.       The  Board  and   Men.      Movements  of  Pieces  and   Mode 

of  Capture lii 

CHAPTER  II.—  The  Notation vii 

CHAPTER  III. — The  Laws  of  the  Game xii 

CHAPTER  IV.— Technical  Terms xv 

CHAPTER  V. — Chess  as  a  Training  of  Mind  and  how  to  Improve xix 

CHAPTER  VI. — The  Modern  School  and  its  Tendency xxiii 

CHAPTER  VII.— Relative  Value  of  Pieces  and  Principles  of  Play xxv 


ANALYSIS  OF  OPENINGS.— 

The  Ruy  Lopez i 

Illustrative  Games 20 

Double  Ruy  Lopez,  Three  and  Four  Knights'  Game 41 

Illustrative  Games 48 

The  Scotch  Gambit 57 

Illustrative  Games 78 

The  Two  Knights'  Defence 91 

Illustrative  Games 108 

Petroff's  Defence 1 16 

Illustrative  Games 132 

Philidor's  Defence 141 

Illustrative  Games 1 


STEINITZ-TSCHIGORIN  GAMES.— 

Introduction ; • . . . .          162 

Games  of  the  Contest 166 


OF  1 


PREFACE. 


The  chief  purport  of  the  work  on  Chess,  of  which  the  present  volume 
forms  the  first  part,  is  the  theoretical  application  of  new  principles  and  of  the 
reasoning  by  analogies  of  positions  which  have  been  my  guide  in  practice,  es- 
pecially during  the  last  twenty  years.  It  is  perhaps  unnecessary  to  state 
that  the  task  which  I  have  set  before  me  was  beset  with  enormous  difficulties. 
Many  variations  that  have  been  the  product  of  vast  changes  in  the  style  of 
play  which  has  taken  place  in  modern  times,  have  no  doubt  been  duly  no- 
ticed in  able  treatises  on  the  game,  but  no  attempt  has  yet  been  made  in  any 
book  on  Chess  to  base  the  analysis  systematically  on  general  ideas  which 
would  assist  the  judgment  of  the  student  in  similar  positions.  In  the  present 
work  great  efforts  are  essayed  in  that  direction,  especially  in  the  annotation 
of  illustrative  games  from  practical  play  where  the  results  of  the  application 
of  the  principles  recommended  for  the  conduct  of  the  openings  and  the  middle 
part  can  be  more  distinctly  traced  in  the  end.  But  as  will  be  seen  from  the 
few  examples  given  in  this  volume,  of  reasoning  out  the  opening  moves 
by  comparison  of  different  maxims,  it  would  have  been  practically  impossible 
within  the  scope  of  this  work  to  adopt  the  same  sort  of  commentation 
throughout  the  analysis  of  the  openings,  and  I  had  to  confine  myself  in  that 
respect  to  pointing  out  the  most  striking  examples  of  the  adaptation  of  prin- 
ciples in  the  early  part  of  the  game.  However,  I  have  carefully  examined 
the  debuts  treated  in  this  volume  on  the  basis  of  such  general  maxims,  and 
as  the  openings  have  been  hitherto  analysed  by  the  authorities  chiefly 
in  an  empirical  manner,  it  became  necessary  to  introduce  a  very  large  num- 
ber of  novelties  at  various  stages  of  variations  which,  up  to  the  present,  had 
been  generally  recognized  as  standard  lines  of  play.  In  short  I  have  come 
to  conclusions  differing  very  widely  from  those  hitherto  sanctioned  by  first- 
class  practitioners  and  authors  right  at  the  roots  of  the  openings,  and  sometimes 
as  early  as  on  the  third  or  fourth  moves,  like  in  the  Ruy  Lopez,  the  PetrofFs 
Defence,  and  the  Philidor  Defence.  The  analysis  of  the  openings  had  there- 
fore to  be  entirely  remodelled  in  many  instances  in  which  new  ideas  are  de- 
veloped that  have  never  been  put  to  any  practical  test.  Most  of  the  experi- 
mental deductions  which  I  introduce  to  students  of  the  game,  must  therefore 
be  regarded  only  as  imaginary  examples  of  tactics  and  strategy  which  I  trust 
will  in  the  main  afford  good  instruction  to  the  reader,  but  cannot  lay  any  claim 
to  absolute  accuracy.  For  it  ought  to  be  remembered  that  the  merits  of  most 
of  the  recognized  standard  variations  in  the  openings  could  not  be  settled  un- 


vill  PREFACE. 

til  they  had  been  verified  by  numerous  illustrations  from  the  practice  of  first- 
class  masters  in  actual  play,  and  that  grave  errors  have  often  been  found  in 
various  forms  of  openings  that  have  been  greatly  favored  by  many  prominent 
practitioners  and  authorities  for  a  very  long  time.  Under  those  circumstances  I 
must  expect  that  occasionally  some  shortcomings  of  demonstrations,  such  as 
quicker  ways  of  winning  or  drawing,  and  perhaps  some  faults  of  judgment 
may  have  crept  into  some  of  the  numerous  original  lines  of  play,  which  after 
conscientious  examination,  to  the  best  of  my  ability,  I  have  thought  it  my 
duty  to  introduce  into  this  treatise.  But  I  trust  that  such  flaws  will 
be  found  in  a  minority  by  far  and  that  at  any  rate  the  innovations  which  I 
propose  will  give  material  for  practical  trials  and  theoretical  researches  that 
will  be  useful  for  the  development  of  our  scientific  pastime. 

For  the  game  department  I  have  chiefly  selected  striking  examples  of  bril- 
liant combinations  in  the  conduct  of  the  King's  side  attack,  for,  as  a  matter  of 
course,  their  study  is  quite  indispensable  to  the  learner.  As  only  very  few  of 
the  innovations  which  I  propose  have  "been  tested  in  actual  play,  it  is  only 
natural  that  I  could  not  give  many  practical  illustrations  of  the  application 
of  modern  principles.  But  just  because  the  examples  quoted  from  old  masters 
do  not  generally  conform  with  the  maxims  of  development  and  the  precau- 
tions of  modern  play  which  are  laid  down  in  this  treatise,  they  afford  earlier 
and  more  brilliant  opportunities  for  the  display  of  ingenuity  in  the  direct 
King's  side  attack,  and  as  the  amendments  on  the  basis  of  more  modern  ideas 
are  pointed  out  in  the  notes  as  much  as  possible  within  the  scope  of  this 
volume,  I  feel  satisfied  that  the  study  of  the  game  department  will  at  least 
afford  as  much  instruction  to  the  large  majority  of  readers  as  the  perusal  of 
the  analysis.  As  far  as  practicable,  I  have  endeavored  to  supplement  in  the 
examples  from  actual  play  any  important  variations  that  had  been  omitted  in 
the  main  analysis. 

As  regards  the  arrangement  of  the  matter  presented  in  this  volume  I 
have  introduced  several  new  improvements  with  the  view  of  giving  greater 
facilities  for  following  the  analysis  and  studying  the  illustrative  games.  The 
most  notable  novelties  in  that  respect  are  the  repetition  of  the  numbers  of 
moves  in  each  column  and  the  addition  of  diagrams  in  the  analytical  pages 
which  I  trust  will  have  the  desired  effect. 

The  various  authorities  quoted  in  this  treatise  have  been  of  great  assist- 
ance to  me  in  forming  the  outlines  of  this  treatise,  and  I  am  also  much 
indebted  to  them  for  some  parts  of  my  analysis  and  annotations,  as  well  as 
for  the  greater  portion  of  the  selected  games.  But  as  I  did  not  wish  to  intro- 
duce any  kind  of  controversy  I  have  deemed  it  advisable  to  quote  them 
only  when  I  quite  agreed  with  their  demonstrations,  and  in  very  rare  cases 
when  I  accepted  the  latter  but  differed  from  their  conclusions  without  adding 
any  analytical  proof.  It  is,  however,  only  due  in  this  preface  to  acknowledge 
my  general  obligations  to  those  authorities  and  to  bring  them  fully  to  the 
notice  of  amateurs  who  wish  to  form  Chess  libraries.  They  are  principally 
Bilguers  Handbuch  des  ScJiacJispiels  ;  edited  by  Baron  von  Heydebrand  und 
der  Lasa  (Leipzig,  Veit  &  Co.)  ;  Teoria  e  Practica,  by  Signer  Salvioli 
(Venice,  O.  Ferrari)  ;  Fiihrer  durch  die  Schachtheorie,  by  Oscar  Cordel 


1'KF.FACK.  IX 

(Berlin,  Julius  Springer)  ;  Lehrbuch  dcs  SchacJispiels,  by  J.  Dufresne  (Leipzig, 
Ph.  Rcclam  jun.);  Tlie  CJiess  Player  s  Manual,  by  G.  H.  D.  Gossip  American 
llditioti,  by  S.  Lipschiitz  (London  and  New  York,  Routledge  &  Co.); 
Stauntons  Handbook,  (  Bohns  Library,  London);  Cook's  Synopsis,  (  W.  W. 
Morgan,  London);  The  American  Edition  of  same,  by  J.  W.  Miller  (  Robert 
Clarke  &  Co.,  Cincinnati);  The  London  International  Tournament  of  1883,  by 
J.  I.  Minchin  (London,  Jas.  Wade)  ;  The  London  Chess  Congress  of  1862, 
by  J.  Lowenthal  (London,  Henry  G.  Bohn);  The  Chess  Openings,  by  Howard 
Staunton  and  R.  B.  Wormald  (London,  Virtue  &  Co.)  ;  Morphys  Games, 
by  J.  Lowenthal  (London,  Henry  G.  Bohn),  and  various  other  works  on 
the  game. 

My  special  thanks  are  also  due  to  my  friend  Professor  Waller  Holladay 
for  his  kind  assistance  in  the  revision  of  the  MS.,  and  the  correction  of  proofs 
of  this  volume,  which  I  now  beg  to  submit  to  all  Chess  students  in  the  hope 
that  in  the  main  it  will  give  general  satisfaction. 

NEW  YORK,  May,  1889. 


CHAPTER  I. 


DESCRIPTION  OF  THE  GAME.    THE  BOARD  AND  MEN.     MOVEMENTS 

CAPTURE. 


i 

OFPrcr 


AND  MODE  OF 


The  game  of  Chess  is  a  mental  contest  between  two  players  who  endeavor  to.  im- 
prison and  attack  the  hostile  King  in  a  position  from  which  he  cannot  be  released.  This 
is  called  '•' checkmate"  £see  Chapter  IV,  Technical  Terms).  The  game  is  played  on  a 
board  of  sixty-four  squares,  which  are  colored  alternately  white  and  black.  The  men 
are  thirty-two  in  number,  one  player  having  sixteen  white  and  his  opponent  sixteen 
black  men. 


Diagram  No.  i. 
Each  player's  men  consists  of  eight  PIECES  and  eight  PAWNS,  thus  named  and  figured  : 


WHITE.        BLACK. 

Two  Rooks  or  Castles 
Two  Bishops 
Two  Knights 
Eight  Pawns 


WHITE. 


Queen 


BLACK. 
^ 

I 

JL 
* 
i 


The  following  Diagram  represents  the  men  arranged  in  proper  order  on  the  board' 
at  the  commencement  of  a  game  : 

Diagram  No.  2. 

BLACK. 


dl  4...lli  i  Ji  Imtt 


'/////A  W//////S.  W/////A  W//////,. 


WHITE. 


XII 


MOVEMENTS  OF  PIECES  AND  MODE  OF  CAPTURE. 


As  shown  above,  the  board  must  be  so  placed  that  each  player  must  have  a  white 
square  at  his  right  hand  corner  of  the  board. 

The  players  draw  by  lot  for  move  and  choice  of  color.  In  all  international  and 
public  Chess  matches  and  tournaments,  however,  it  is  the  rule  for  the  first  player  to  have 
the  white  men. 

The  White  Queen  must  always  occupy  a  white  square,  and  the  Black  Queen  a 
black  one  on  commencing  a  game.  Scrvat  Regina  colorem.  But  the  White  King 
must  always  occupy  a  black  square  and  the  Black  King  a  white  one,  the  Kings  and 
Queens  each  facing  one  another.  The  Bishops  on  each  side  occupy  the  squares  nearest 
to  the  Kings  and  Queens ;  then  come  the  Knights,  and  the  Rooks  are  posted  in  the 
corner  squares. 


THE  KING. 

The  King,  the  most  important  of  the  pieces,  moves  only  one  square  at  a  time — back- 
wards, forwards,  diagonally  and  laterally,  or  he  may  capture  a  hostile  man  in  the  same 
way;  which  means  that  he  may  take  off  any  hostile  piece  or  -Pawn  that  stands  on  any 
square  immediately  adjoining  his  own,  and  then  occupy  the  vacated  square.  Once  in 
the  game  he  has  the  privilege  of  moving  two  squares,  i.  e.,  when  he  performs  the  opera- 
tion of  Castling,  which  is  explained  under  "Technical  Terms/'  He  cannot,  however, 
move  on  to  a  square  next  the  one  occupied  by  the  hostile  King,  as  the  opposing  mon- 
archs  must  always  be  separated  from  each  other  by  a  square.  Nor  can  the  King  be 
moved  into  check,  i.e.,  on  to  any  square  commanded  by  a  hostile  man.  He  can,  how- 
ever capture  any  unguarded  piece  or  pawn  of  the  enemy  on  any  square  next  his  own  in 
any  direction.  When  the  King  is  so  situated  that  he  cannot  avoid  capture  he  is  "check- 
mated,'' and  the  game  is  lost. 

The  following  Diagram  illustrates  the  move  of  the  King: 

Diagram  No.  3. 


THE  QUEEN 

Is  by  fanthe  most  powerful  of  the  pieces,  moving  or  capturing  in  any  direction  on 
.an  unobstructed  irange — backwards,  forwards,  laterally  or  diagonally,  and  capturing  in 


MOVEMENTS  OF  PIECES  AND  MODE  OF  CAPTURE. 


Xlll 


the  same  way.  When  she  occupies  any  one  of  the  four  centre  squares,  she  commands  no 
less  than  twenty-seven  out  of  the  sixty-four  squares  of  the  board. 
Diagram  illustrating  move  of  the  Queen: 

Diagram  No.  4. 


THE  ROOK 

Is  next  in  importance  to  the  Queen.  He  moves  or  captures  in  straight  lines  along 
the  ranks  and  files  to  the  extent  of  the  board  on  an  unobstructed  range — backwards,  for- 
wards and  laterally,  but  not  diagonally.  He  has  also  the  privilege,  in  conjunction  with 
the  King,  of  Castling  once  during  the  game. 

Diagram  illustrating  the  move  of  the  Rook: 

Diagram  No.  5» 


m     mm 


*  ms  * 


In  the  foregoing  diagram  the  Black  Rook  on  Queen's  fifth  square  (see  Chapter  II., 
on  Notation)  commands  fourteen  different  squares  on  a  clear  range. 


XIV 


MOVEMENTS  OF  PIECES  AND  MODE  OF  CAPTURE. 


THE  BISHOP 

Only  moves  and  captures  diagonally  on  squares  of  his  own  color;  i.  e.,  the  Black 
King's  Bishop  can  never  move  on  to  a  white  square,  nor  the  White  King's  Bishop  on  to 
a  black  one.  On  a  clear  diagonal  the  Bishop  can  be  moved  from  one  corner  square  to 
the  opposite  corner.  Diagram  illustrating  the  move  of  the  Bishop: 

Diagram  No.  6. 


In  the  above  diagram,  the  Black  Bishop,  standing  on  his  Queen's  fifth  square,  com- 
mands 13  squares  on  unobstructed  diagonals,  viz. :  on  his  Queen's  Bishop's  sixth, 
Queen's  Knight's  seventh,  Queen's  Rook's  eighth,  King's  fourth,  King's  Bishop's  third, 
King's  Knight's  second,  King's  Rook's  square,  Queen's  Bishop's  fourth,  Queen's 
Knight's  third,  Queen's  Rook's  second,  King's  sixth,  King's  Bishop's  seventh,  and 
King's  Knight's  eighth  squares.  

THE  KN?IGHT. 

The  Knight's  move  is  a  peculiar  one,  as  he  alone  of  the  pieces  has  the  privilege  of 
leaping  over  other  pieces  and  pawns,  whether  of  his  own  or  hostile  forces.  He  moves 
or  captures  from  the  square  where  he  stands  to  any  third  square  of  an  opposite  color  to  the 
one  from  which  he  started,  by  skipping  one  diagonal  square  and  then  landing  on  the 
next  square  of  the  same  line  or  row,  or  vice  versa.  The  subjoined  Diagram  illustrates: 

Diagram  No.  7. 


\vu 
THE  NOTATION.  x 

Here,  the  Black  Knight,  occupying  his  King's  fifth  square  (Ks),  commands  no  less 
than  eight  squares,  viz. :  King's  Bishop's  third,  King's  Knight's  fourth,  King's  Knight's 
sixth,  King's  Bishop's  seventh,  Queen's  seventh,  Queen's  Bishop's  sixth,  Queen's  Bishop's 
fourth,  and  Queen's  third.  If  any  hostile  piece  or  Pawn  were  posted  on  any  of  these 
squares  he  could  capture  it  and  himself  occupy  the  vacated  square,  and  he  could  leap 
over  pieces  or  Pawns  of  either  color  standing  between  in  order  to  do  this. 


THE  PAWN 

Can  only  move  forward  one  square  at  a  time,  except  at  his  first  move,  when  he  has 
the  choice  of  advancing  one  or  two  squares,  but  in  the  latter  case  he  is  sometimes  liable 
to  be  captured  "en  passant"  or  in  passing  (see  Technical  Terms).  He  can  never 
command  more  than  two  squares,  and  captures  diagonally  like  a  Bishop,  but  only  on 
the  two  squares  next  his  own.  He,  however,  alone  of  all  the  chessmen  has  the  privi- 
lege of  promotion,  i.  e.,  on  reaching  an  eighth  square  he  may  be  exchanged  either  for 
a  Queen  or  any  other  piece  his  player  may  select.  The  laws  of  the  British  Chess  Associ- 
ation, which  we  adopt,  provide  that  his  player  may  refuse  his  promotion,  in  which  case 
he  remains  a  Pawn  as  before,  but  unmovable,  and  he  is  termed  a  " dummy"  Pawn.  We 
must,  however,  state  that  such  a  case  can  only  very  rarely  occur  in  actual  play,  and 
that  this  law,  though  in  our  opinion  theoretically  sound,  has  little  practical  value  for 
playing  the  game  over  the  board,  but  may  be  of  importance  for  the  construction  of 
problems. 


CHAPTER   II. 
THE     NOTATION. 

Each  square  of  the  Chessboard  has  a  separate  and  distinctive  designation.  Accord- 
ing to  the  English,  French,  Italian  and  Spanish  system  cf  notation,  the  different  squares 
are  called  after  the  pieces.  Thus,  the  square  on  which  the  King  stands  at  the  commence- 
ment of  a  game,  is  styled  the  King's  square  ;  that  occupied  by  the  Queen,  the  Queen's 
square,  and  so  on — King's  Bishop's  square,  King's  Knight's  square,  King's  Rook's 
square  ;  Queen's  Bishop's  square,  Queen's  Knight's  square,  and  Queen's  Rook's  square  ; 
the  pieces  on  the  King's  side  being  termed  the  King's  pieces,  and  those  on  the  Queen's 
side  the  Queen's.  The  Pawns  are  named  after  the  pieces  to  which  to  which  they  belong, 
thus :  the  Pawn  in  front  of  the  King  is  called  the  King's  Pawn  ;  that  in  front  of  the 
Queen,  the  Queen's  Pawn  ;  that  in  front  of  the  King's  Knight,  the  King's  Knight's 
Pawn,  and  so  on.  The  square  immediately  in  front  of  the  King  is  called  the  King's 
second  square  ;  the  next  in  front  of  that,  the  King's  third  square  ;  the  next  to  that,  the 
King's  fourth  square,  and  so  on  ;  so  that,  on  the  same  file,  we  have  King's  second,  third, 
fourth,  fifth,  sixth,  seventh,  and  eighth  squares.  Similarly,  the  square  in  front  of  that 
on  which  the  Queen  stands  at  the  commencement  of  the  game,  is  termed  the  Queen's 
second  square,  and  so  on  to  the  eighth  or  last  square  of  the  file.  In  the  same  way,  we 
have  King's  Bishop's  second,  third,  fourth,  fifth,  sixth,  seventh,  and  eighth  squares,  and 
so  on,  for  all  the  other  pieces. 

In  recording  a  game,  the  pieces  and  Pawns  are  designated  in  print,  or  in  writing,  as 
follows  :  K  for  King,  Q  for  Queen,  KB  for  King's  Bishop,  KKt  for  King's  Knight,  KR 
for  King's  Rook,  QB  for  Queen's  Bishop,  QKt  for  Queen's  Knight,  QR  for  Queen's 


xlvl  THE  NOTATION. 

Rook,  P  for  Pawn,  KP  for  King's  Pawn,  QP  for  Queen's  Pawn,  KBP  for  King's  Bishop's 
Pawn,  KKtP  for  King's  Knight's  Pawn,  KRP  for  King's  Rook's  Pawn,  QBP  for  Queen's 
Bishop's  Pawn,  QKtP  for  Queen's  Knight's  Pawn,  QRP  for  Queen's  Rook's  Pawn. 

The  other  abbreviations  used  in  notation  are :  sq.  for  square,  ch.  for  check,  X  for 
takes,  (dis.  ch. )  for  discovered  check,  (dble.  ch.)  for  double  check,  e. p.  for  en  pa ssant 
or  in  passing,  -J-  for  better  game,  —  at  the  end  for  inferior  game. 

It  must  be  remembered  that  in  the  English,  French,  Italian,  and  Spanish  notations, 
each  player  counts  or  reckons  the  squares  from  his  own  side  of  the  board ;  e.  g., 
the  WThite  Queen's  second  square  is  the  Black  Queen's  seventh  square  ;  the  White 
King's  square  is  Black  King's  eighth  square ;  White  King's  Bishop's  square  is  Black 
King's  Bishop's  eighth  ;  and  so  on,  i.  e.,  each  square  of  the  Chessboard  has  two  differ- 
ent denominations,  as  shown  by  the  subjoined  Diagram  : 


Diagram  No.  8. 


The  German  algebraic  system  of  notation,  however,  is  quite  different  and  presents 
many  advantages  over  the  one  noticed  above.  The  eight  squares  of  each  row,  com- 
mencing from  the  left-hand  corner  of  the  board,  are  designated  by  letters,  from  the 
letter  "a"  up  to  the  letter  "h,"  as  illustrated  by  the  Diagram  on  the  next  page. 

Commencing  from  the  same  corner,  the  eight  squares  of  each  file  are  also  num- 
bered upward  from  i  to  8,  and  by  a  combination  of  the  corresponding  letter  and  figure, 
each  square  is  differently  though  quite  distinctly  marked.  In  describing  a  move,  the 
square  from  which  a  piece  starts,  as  well  as  that  on  which  he  lands,  either  in  the  ordi- 
nary way  or  by  capture,  is  clearly  indicated.  Thus,  White's  Queen  Rook's  square  would 
be  marked  by  the  letter  and  .figure  ai;  White's  Queen  Rook's  second  square,  a2;  White's 
Queen  Rook's  seventh  square,  ay;  White's  Queen  Rook's  eighth  square,  a8;  White's 
King's  fourth  square,  e4;  Black's  King's  fourth  square,  €5,  etc.  The  move  of  Pawn  to 


THE  NOTATION. 


xvu 


King's  fourth  for  White  would  have  to  be  described  thus:   e2 — e4  ;  And  for  the  same 
move  on  Black's  part  the  description  would  be  ey — €5.     Compare  Diagram  No.  9. 


Diagram  No.  9. 

BLACK. 

c      d      e       f 


I   8 

7 
6 

5 
4 
3 

2 

I 


abcde        fgh 

WHITE. 

The  great  advantage  of  the  German  method  consists  in  its  conciseness,  and  in  the 
lesser  probability  of  a  mistake  occurring  in  writing  down  a  move  in  a  game  by  corre- 
spondence, or  even  in  an  ordinary  game  which  has  to  be  adjourned  ;  whereas,  compara- 
tively more  mistakes  occur  when  other  notations  are  used. 

The  fractional  notation  adopted  in  the  present  treatise  possesses  many  advantages: 


P— K4 


P— K4 

KKt— B3 
KKt-B3 
P_Q±_ 
"KtxP 


0-0-0 


The  foregoing  first  three  moves  in  Petroff's  Defence  illustrate  the  superiority  of  this 
system  of  notation  over  the  old,  time-honored  method  of  recording  the  foregoing  moves 
as  follows  : 


1  P  to  K  fourth  or  4th 

2  KKt  to  B  third  or  3rd 

3  P  to  Q  fourth  or  4th 


1  P  to  K  fourth  or  4th 

2  KKt  to  B  third  or  3rd 

3  Kt  takes  P,  etc. 


By  the  present  system  White's  moves  are  recorded  above  and  Black's  below  the 
line. 

The  sub-variations  are  inserted  as  follows,  in  the  form  of  notes,  \v  hich  are  referred 
to  by  numerals,  as  at  Black's  third  move  above,  it  being  understood  that  in  the  subjoined 
example  it  is  Black's  turn  to  play  : 


1.    K3....PXP;  4  P-KS,  4  Kt-Ks  ;  5  KtXP,  5  P-Q.4,  etc., 


xviii  THE  NOTATION. 

a  comma  separating  White's  and  Black's  moves  and  a  semi-colon  being  placed  after 
each  move  of  Black.  If  such  sub-variation  begins  with  a  move  of  Black  it  is  intro- 
duced as  above  with  a  leader,  thus:  ....  The  letter  D  marks  a  diagrammed  positon. 

In  the  January  and  February,  1889,  numbers  of  The  International  Chess 
Magazine,  Mr.  Edwyn  Anthony  of  Hereford,  England,  discusses  the  subject  of  Chess 
Notation  in  an  interesting  manner.  He  comes  to  the  conclusion  "  That  two  systems, 
one  arbitrary  and  the  other  significant,  are  alone  in  use  at  the  present  time,  despite 
numerous  attempts  to  overthrow  them ;  and  that  effort  should  be  directed  to  considering 
what  improvements  can  be  grafted  on  these  present  stems. " 

In  pursuance  of  this  plan,  he  proposes  two  modifications,  one  arbitrary  and  one 
significant,  of  the  English  method  of  notation,  by  which  every  move  would  be  repre- 
sented by  three  symbols  only.  His  plan  is  ingenious  and  well  worthy  of  consideration ; 
but  the  difficulties  in  the  way  of  the  introduction  of  a  new  notation  are  serious.  To 
obtain  sufficient  familiarity  with  it  for  ready  use,  a  little  time,  study  and  practise  would 
be  required  on  the  part  of  both  writers  and  players ;  and  there  is  a  certain  mental  inertia 
to  be  overcome,  which  we  fear  it  will  be  found  difficult  to  do.  But  the  convenience  and 
economy  of  such  a  notation  are  fully  demonstrable. 


THE  FORSYTH  NOTATION. 

This  notation  is  the  invention  of  Mr.  David  Forsyth,  a  Scottish  amateur.  It  is  fully 
described  in  the  Chess  Players'  Annual,  by  Mr.  and  Mrs.  T.  B.  Rowland,  edition  of 
1889.  It  is  undoubtedly  the  best  method  of  recording  a  position,  except  the  diagram. 

The  board  is  supposed  to  be  placed  before  the  player  as  is  usual  in  diagrams,  with 
the  side  of  the  white  pieces  next  to  him.  It  is  then  read  as  one  would  read  the  lines  on 
a  page,  the  rows  of  squares  being  regarded  as  the  lines,  beginning  with  Black's  Queen's 
Rook's  Square. 

Thus  the  position  in  Game  No.  3,  of  the  Ruy  Lopez  opening,  a  diagram  of  which 
is  given  on  p.  50,  would  be  recorded  as  follows : — Beginning  with  the  top  row  and 
counting  from  left  to  right,  the  first  five  squares,  namely  Black's  QR,  QKt,  QB,  Q,  and 
K's  squares  are  vacant.  This  fact  would  be  recorded  simply  by  writing  the  number  5. 
The  next  square  is  occupied  by  the  Black  King,  and  this  would  be  recorded  by  a  small 
k,  small  italics  being  used  for  the  Black  pieces  and  pawns,  while  Roman  capitals  are 
used  for  those  of  White.  The  remaining  two  squares  of  this  row  are  vacant,  which  would 
be  recorded  by  writing  the  figure  2.  The  entire  upper  row  would  therefore  be  recorded 
by  three  symbols,  thus  : — 5  k  2.  In  like  manner  the  next  row  would  be  recorded  thus  : — 

2  p  2  r  p  p  ;  the  records  of  the  other  rows  would  be  as  follows  : — Third,  2  p  5  ;  Fourth, 
/  5  r  P ;  Fifth,  4/^2;  Sixth,  i  P  B  b  3  R ;  Seventh,   P  2  P  i  P  P  i  ;  Eighth,   R  3  K 
3.   If  these  be  written  together,  the  records  of  eacrwow-.beirig  marked  off  by  semi-colons,  we 
have  the  following  complete  record  of  the    position  : — Move    26.  .  .  .R — KKt4  ;    Steinitz 
5^2;2/2r//;2/5;/5rP;4//2;     iPB^3R;P2PiPPi;R3K 

3  ;  Max  Judd. 

This  may  be  abbreviated  by  adding  together  the  numbers  at  the  end  of  each  row  and 
the  beginning  of  the  next,  and  ignoring  altogether  the  divisions  into  rows,  thus  ; — Move 
26.  ...  R— KKt4  ;  Steinitz  ;  5/£4/2r//2/5/5rP4//3PB^3  RP  2  P  i 
P  P  i  R  3  K  3  ;  Max  Judd. 

In  like  manner  the  following  problem  would  be  recorded  thus  (the  letter  S  being 
used  for  Knight,  to  avoid  the  confusion  which  is  liable  to  arise  between  K  and  Kt): — 


THE  NOTATION. 


XIX 


Not  abbreviated;  8;5/2;Py;KSi^jQ2;    8;    6Si;    8;    8;    mate  in  two. 
Abbreviated  ;   i3/2P7KSi£jQi6S  17. — 2  moves. 

A  test  by  which  errors  would  often  be  detected  is  that  if  each  letter  representing  a 
piece  or  pawn  be  counted  as  one,  the  sum  total  of  every  recorded  position  must  be  64, 
the  number  of  squares  on  the  board. 


GRINGMUTH'S  TELEGRAPHIC  CODE. 

This  code  is  the  invention  of  Mr.  D.  Gringmuth,  a  leading  Russian  problem  com- 
poser, and  has  been  adopted  in  several  matches.  An  account  of  it  may  be  found  in 
La  Strategic,  the  Times- Democrat  of  New  Orleans,  The  International  Chess 
Magazine ',  and  the  Chess  Players'  Annual.  By  means  of  it  two  different  moves 
can  be  combined  into  one  word  for  transmission.  If  telegraphing  only  one  game  the 
first  two  syllables  would  represent  White's  move,  and  the  last  two  syllables  Black's 
answer.  In  the  match  between  London  and  St.  Petersburg,  in  which  two  games  were 
simultaneously  contested,  the  two  first  syllables  represented  the  move  in  the  game 
in  which  the  party  sending  the  dispatch  had  the  first  move,  and  the  two  last 
syllables  the  move  of  the  same  party  in  the  game  in  which  their  adversaries  had  the 
first  move.  The  squares  are  designated  as  in  the  following  diagram,  and  each  move 
is  designated  by  giving  the  square  from  which  the  piece  or  pawn  is  moved,  followed  by 
the  square  to  which  it  is  moved.  By  an  extension  of  the  code  suggested  by  E.  D.  Nores 
in  the  Times-Democrat,  the  letter  c,  added  to  the  last  syllable,  designates  "  check  ;" 
the  letter  t  added  to  the  last  syllable  means  "  takes  f  similarly  p  means  "takes  pawn 
en  passant ;"  1  added  to  the  symbols  for  the  King's  and  Rook's  squares,  means  Castles ; 
q,  r,  b,  k,  added  to  the  last  syllable  indicate  that  a  pawn  reaching  the  last  row  becomes 
respectively  a  queen,  rook,  bishop,  or  knight ;  and  finally  m  means  mate,  and  s,  stale- 
mate. 


BLACK. 


m 


w 


a 
e 

ma 

na 

pa 

ra 

sa 

ta 

wa 

za 

me 

ne 

pe 

re 

se 

te 

we 

ze 

i 
o 

0 

e 
a 

mi 

ni 

PI 

n 

si 

ti 

Wl 

wo 

Zl 

mo 

no 

po 

ro 

so 

to 

zo 

bo 

CO 

do 

fo 

go 

ho 

ko 

lo 

bi 

ci 

di 

n 

gi 

hi 

ki 

li 

be 

ce 

de 

fe 

ge 

he 

ke 

le 

ba 

ca 

da 

fa 

ga 

ha 

ka 

la 

b       c       d       f      g       h      k       1 

WHITE. 

Thus  Game  No.  2,  in  Philidor's  Defence,  p.  154,  would  be  recorded  as  follows  for 
telegraphing: — Gegoseso  Kahireri  Fefoteto  Fosottogo  Hiworiro  Sosiwazi  Cadipepi 
Wogorogo  Fazowewi  Zosozawa  Daworari  Bafarisi  Hadonare  Dosi. 


XX  THE  LAWS  OF  THE  GAME. 

CHAPTER  III. 
THE  LAWS  OF  THE  GAME. 

We  approve  in  the  main  of  the  Code  of  Laws  of  the  British  Chess  Association, 
which  has  been  adopted  in  many  Chess  Congresses. 

THE    CHESSBOARD. 

I. — The  board  must  be  so  placed  during  play  that  each  combatant  has  a  white 
square  on  his  right-hand  corner.  If,  during  the  progress  of  a  game,  either  player  dis- 
covers that  the  board  has  been  improperly  placed,  he  may  insist  on  its  being  adjusted. 

THE    CHESSMEN. 

II. — If,  at  any  time  in  the  course  of  a  game,  it  is  found  that  the  men  were  not 
properly  placed,  or  that  one  or  more  of  them  were  omitted  at  the  beginning,  the  game 
in  question  must  be  annulled.  If,  at  any  time,  it  is  discovered  that  a  man  has  been 
dropped  off  the  board,  and  moves  have  been  made  during  its  absence,  such  moves  shall 
be  retracted  and  the  man  restored.  If  the  players  cannot  agree  as  to  the  square  on 
which  it  should  be  replaced,  the  game  must  be  annulled. 

THE    RIGHT    OF    MOVE    AND    CHOICE    OF    COLOR. 

III. — The  right  of  making  the  first  move  and  (if  either  player  requires  it)  of  choosing 
the  color,  which  shall  be  retained  throughout  the  sitting,  must  be  decided  by  lot.  In 
any  series  of  games  between  the  same  players  at  one  sitting,  each  shall  have  the  first 
move  alternately  in  all  games,  whether  won  or  drawn.  In  an  annulled  game,  the  player 
who  had  the  first  move  in  that  game,  shall  move  first  in  the  next. 

COMMENCING   OUT   OF   TURN. 

IV. — If  a  player  makes  the  first  move  in  a  game  when  it  is  not  his  turn  to  do  so, 
the  game  must  be  annulled,  if  the  error  has  been  noticed  before  both  players  have  com- 
pleted the  fourth  move.  After  four  moves  on  each  side  have  been  made,  the  game  must 
be  played  out  as  it  stands. 

PLAYING   TWO    MOVES    IN    SUCCESSION. 

V. — If,  in  the  course  of  a  game,  a  player  moves  a  man  when  it  is  not  his  turn  to 
play,  he  must  retract  the  said  move  ;  and  after  his  adversary  has  moved,  must  play  the 
man  wrongly  moved,  if  it  can  be  played  legally. 

TOUCH    AND    MOVE. 

VI. — A  player  must  never  touch  any  of  the  men  except  when  it  is  his  turn  to  play, 
or  except  when  he  touches  a  man  for  the  purpose  of  adjusting  it ;  in  which  latter  case, 
he  must,  before  touching  it,  say,  "I  adjust/' or  words  to  that  effect.  A  player  who 
touches  with  his  hand  (except  accidentally)  one  of  his  own  men  when  it  is  his  turn  to 
play,  must  move  it,  if  it  can  be  legally  moved,  unless,  before  touching  it,  he  says,  "I 
adjust,"  as  above;  and  a  player  who  touches  one  of  his  adversary's  men,  under  the  same 
conditions,  must  take  it,  if  he  can  legally  do  so.  If,  in  either  case,  the  move  cannot 
be  legally  made,  the  offender  must  move  his  King ;  but,  in  the  event  of  the  King  having 
no  legal  move,  there  shall  be  no  penalty.  If  a  player  hold  a  man  in  his  hand,  undecided 
upon  which  square  to  play  it,  his  adversary  may  require  him  to  replace  it,  until  he  has 


THE  LAWS  OF  THE  GAME.  xxi 

decided  on  its  destination  ;  that  man,  however,  must  be  moved.  If  a  player,  when  it 
is  his  turn  to  play,  touch  with  his  hand  (except  accidentally  or  in  Castling)  more  than  one 
of  his  own  men,  he  must  play  a*ny  one  of  them  legally  movable  that  his  opponent  se- 
lects. If,  under  the  same  circumstances,  he  touches  two  or  more  of  the  adversary's 
men,  he  must  capture  whichever  of  them  his  antagonist  chooses,  provided  it  can  be 
legally  taken.  If  it  happen  that  none  of  the  men  so  touched  can  be  moved  or  cap- 
tured, the  offender  must  move  his  King ;  but,  if  the  King  cannot  be  legally  moved, 
there  shall  be  no  penalty. 

FALSE    MOVES   AND    ILLEGAL   MOVES. 

VII. — If  a  player  makes  a  false  move — that  is,  either  by  playing  a  man  of  his  own 
to  a  square  to  which  it  cannot  be  legally  moved,  or  by  capturing  an  adverse  man  by  a 
move  which  cannot  be  legally  made — he  must,  at  the  choice  of  his  opponent,  and  ac- 
cording to  the  case,  either  move  his  own  man  legally,  capture  the  man  legally,  or  move 
any  other  man  legally  movable.  If,  in  the  course  of  a  game,  an  illegality  be  discovered 
(not  involving  a  King  being  in  check),  and  the  move  on  which  it  was  committed  has 
been  replied  to,  and  not  more  than  four  moves  on  each  side  has  been  made  subsequent- 
ly, all  these  latter  moves,  including  that  on  which  the  illegality  was  committed,  must  be 
Detracted.  If  more  than  four  moves  on  each  side  have  been  made,  the  game  must  be 

played  out  as  it  stands. 

* 

CHECK. 

VIII. — A  player  must  audibly  say  "Check"  when  he  makes  a  move  which  puts  the 
hostile  King  in  check.  The  mere  announcement  of  check  shall  have  no  signification  if 
check  be  not  actually  given,  If  check  be  given  but  not  announced,  and  the  adversary 
makes  a  move  which  obviates  the  check,  the  move  must  stand:  If  check  be  given  and 
announced,  and  the  adversary  neglects  to  obviate  it,  he  shall  not  have  the  option  of  cap- 
turing the  checking  piece  or  of  covering,  but  must  "move  his  King"  out  of  check; 
but  if  the  King  has  no  legal  move,  there  shall  be  no  penalty.  If  in  the  course  of  a  game 
it  be  discovered  that  a  King  has  been  left  "in  check  "  for  one  or  more  moves  on  either 
side,  all  the  moves  subsequent  to  that  on  which  the  check  was  given,  must  be  retracted. 
Should  these  not  be  remembered,  the  game  must  be  annulled. 

ENFORCING    PENALTIES. 

• 

IX. — A  player  is  not  bound  to  enforce  a  penalty.     This   means   that  he   does   not 
subject  himself  in  turn  to  a  penalty  by  not  claiming  one  due   to   him.       This,    however,! 
only  applies  to  contests  between  two  players,  but  in  tournaments  and  team  matches  it  is* 
often  specially  provided  that  in  the  interest  of  other  competitors  no   player   has   a   right 
knowingly  to  waive  a  penalty  to  which  his  opponent  would  be  legitimately  subjected.    A 
penalty  can  only  be  enforced  by  a  player  before  he  has  touched  a  man  in  reply.     Should 
he  touch  a  man  in  reply  in  consequence  of  a  false  or  illegal  move  of  his  opponent,  or  a 
false  cry  of  check,  he  shall  not  be  compelled  to  move  that  man,  and  his  right  to  enforce 
a  penalty  shall  remain.     When  the  King  is  moved  as  a  penalty,  it  cannot  Castle  on  that 
move. 

CASTLING. 

X. — In  Castling,  the  player  shall  move  King  and  Rook  simultaneously,  or  shall 
touch  the  King  first.  If  he  touch  the  Rook  first,  he  must  not  quit  it  before  having 
touched  the  King,  or  his  opponent  may  claim  the  move  of  the  Rook  as  a  complete 


xxii  THE  LAWS  OF  THE  GAME. 

move.  When  the  odds  of  either  Rook  or  both  Rooks  are  given,  the  player  giving  the 
odds  shall  be  allowed  to  move  his  King  as  in  Castling,  and  as  though  the  Rooks  were  on 
the  board. 

COUNTING    FIFTY    MOVES. 

XI. — A  player  may  call  upon  his  opponent  to  draw  the  game,  or  to  mate  him  within 
fifty  moves  on  each  side,  whenever  his  opponent  persists  in  repeating  a  particular  check, 
or  a  series  of  checks,  or  the  same  line  of  play  (in  some  tournaments  this  rule  has  been 
altered  to  the  effect  that  after  six  such  repetitions  of  checks,  series  of  moves,  or  the  same 
line  of  play,  a  draw  may  be  claimed  on  either  side),  or  whenever  he  has  a  King  alone  on 

the  board,  or 

i 

King  and  Queen 

King  and  Rook 

j  -D-  u        ~     against  an  equal  or  superior  force 
King  and  Bishop  ' 

King  and  Knight 

King  and  two  Bishops 

King  and  two  Knights         I—     against  King  and  Queen 

King,  Bishop  and  Knight  | 

and  in  all  analogous  cases ;  and  whenever  one  player  considers  that  his  opponent  can 
force  the  game,  or  that  neither  side  can  win  it,  he  has  the  right  of  submitting  the  case  to 
the  umpire  or  bystanders,  who  shall  decide  whether  it  is  one  for  the  fifty-move  counting. 
Should  he  not  be  mated  within  the  fifty  moves,  he  may  claim  that  the  game  shall 
proceed. 

PAWN    TAKING    IN    PASSING. 

XII. — Should  a  player  be  left  with  no  other  move  than  to  take  a  Pawn  in  passing, 
he  shall  be  bound  to  play  that  move. 

QUEENING    A    PAWN. 

XIII. — When  a  Pawn  has  reached  the  eighth  square,  the  player  has  the  option  of 
selecting  a  piece,  whether  such  piece  has  been  previously  lost  or  not,  whose  names  and 
powers  it  shall  then  assume,  or  of  deciding  that  it  shall  remain  a  Pawn. 


ABANDONING    THE    GAME. 

XIV.  —  If  a  player  abandon  the  game,  discontinue  his  moves,  voluntarily  resign, 
wilfully  upset  the  board,  or  refuse  to  abide  by  these  laws,  or  to  submit  to  the  decision  of 
the  umpire,  he  must  be  considered  to  have  lost  the  game. 


THE    UMPIRE    OR    BYSTANDERS. 

XV.  —  The  umpire  shall  have  the  authority  to  decide  any  question  whatever  that 
may  arise  in  the  course  of  a  game,  but  must  never  interfere  except  when  appealed  to. 
He  must  always  apply  the  laws  as  herein  expressed,  and  neither  assume  the  power  of 
modifying,  nor  of  deviating  from  them  in  particular  cases  according  to  his  own  judg- 
ment. When  a  question  is  submitted  to  the  umpire  or  bystanders  by  both  players,  their 
decision  shall  be  final  and  binding  upon  both  players.  The  term  bystander  shall  com- 
prise any  impartial  player  of  eminence  who  can  be  appealed  to,  absent  or  present. 


TECHNICAL  TERMS.  xxiii 

CHAPTER  IV. 
TECHNICAL  TERMS. 

o—o  

i.  CASTLING. — Each  player  has  the  privilege  once  in  the  game  only,  subject  to  cer- 
tain restrictions,  of  moving  his  King  two  squares  in  conjunction  with  placing  on  the 
square  which  the  King  has  passed  one  of  his  Rooks.  This  operation — a  compound 
move — is  called  "Castling." 


Position  before  Castling  (Queen's  side). 


Position  before  Castling  (King's  side\ 


Ii 


m    H    9    MI 

«i       pr 


Position  after  Castling  (Queen's  side.) 


Position  after  Castling  (King's  side). 


m      mm. 


Castling  can  only  be  performed  subject  to  the  following  restrictions  : — I.  The  King 
must  not  be  in  check  ;  2.  He  must  not  pass  over  or  alight  on  a  square  commanded  by 
a  hostile  man ;  3.  Neither  King  nor  Rook  must  have  been  previously  moved ;  4.  No 
piece  must  intervene  between  the  King  and  Rook. 

In  Italy  the  following  method  of  Castling  was,  and,  we  believe,  is  still  practiced : — 
The  King  and  Rook  can  be  either  placed  on  any  square  within  the  limits  of  and  includ- 
>ng  their  own  two,  provided  they  cross  over  each  other,  Thus,  Castling  may  be  effected 


XXIV 


TECHNICAL  TERMS. 


in  sixteen  different  ways,  viz. :  in  six  ways  on  the  King's  side,  and  in  ten  ways  on  the 
Queen's  side.  According  to  Staunton,  Castling  is  only  a  modern  innovation,  In  the 
Middle  Ages,  the  King  had  the  privilege  of  being  played  on  his  first  move,  under  some- 
what similar  restrictions,  two  squares  in  any  direction,  from  the  square  on  which  he 
originally  stood,  whether  the  intervening  square  was  vacant  or  occupied. 

2.  QUEENING  A  PAWN. — A  Pawn  is  "  queened"  when  it  has  reached  the  last  square 
of  a  file  on  which  it  is  advancing,  or  when  it  captures  a  hostile  piece  on  the  eighth  row. 
It  may  then  be  exchanged  for  a  Queen  or  Rook  or  a  Bishop  or  Knight.  Thus  a  player 
may  have  two  or  more  Queens,  Rooks,  Bishops  or  Knights  on  the  board  at  the  same 
time,  or  he  may  refuse  promotion  to  his  Pawn.  The  Committee  of  the  London  Inter- 
national Chess  Congress,  of  1862,  decided  that  a  player  should  have  the  option  of  re- 
fusal of  promotion,  as  positions  may  occur  in  which  promotion  would  involve  the  loss 
of  the  game ;  whereas,  by  refusal  of  promotion  a  draw  could  be  obtained.  The  follow- 
ing position  illustrating  a  case  of  that  kind  is  quoted  from  Lowenthal's  Book  of  the 
London  Chess  Congress,  of  1862: 

BLACK. 


i 


Here,  it  is  White's  move,  and  if  he  capture  the  Rook  with  the  Pawn  and  claim  a 
Queen  or  any  other  piece,  Black  takes  the  Bishop  with  the  Pawn  and  checkmates  him 
next  move.  But,  if  he  refuse  promotion,  the  game  is  drawn ;  since  if  then  Black 
capture  the  Bishop,  White  is  stalemated,  and  if  he  move  either  Pawn  or  King,  White 
takes  the  Knight's  Pawn  with  the  Bishop  and  draws,  e.  g. :  i  PXR  (remaining  a  Pawn), 
i  P— QKt4  ;  2  BXP  (at  Kty),  etc. 

We  approve  of  the  decision  of  the  Committee  of  the  London  Chess  Congress,  of 
1862,  although  the  "  dummy  "  Pawn  rule  was  denounced  by  some  authorities.  In  Italy 
the  Pawn  was  formerly  always  retained  at  the  eighth  square  as  a  temporary  "dummy" 
Pawn  until  a  piece  was  captured  for  which  it  could  be  exchanged. 

It  sometimes  happens  that  a  player  can  win  a  game  by  claiming  a  minor  piece  or  a 
Rook  when  he  would  lose  by  claiming  a  Queen. 

3.  CHECK. — The  King  is  in  check  when  he  is  attacked  by  a  hostile  piece  or  Pawn, 
and  as  his  capture  is  not  permissible  according  to  the  laws  of  Chess,  warning  must  be 
given  by  the  opponent  calling  "Check."  One  of  three  things  must  then  be  done  :  i. 
The  King  must  move  out  of  check  ;  2,  The  hostile  man  that  checks  him  must  be  taken; 


TECHNICAL  TERMS.  xxv 

3.  A  piece  or  Pawn  must  be  interposed  between  the  King  and  the  attacking  hostile  piece 
or  Pawn.  If  none  of  these  things  can  be  done  the  game  is  lost,  the  King  being  check- 
mated. 

4.  SIMPLE  CHECK  occurs  when  the  King  is  directly  attacked   by  a  single  piece  or 
Pawn. 

5.  DOUBLE  CHECK  is  brought  about  when  the  King  is  attacked  by  two  pieces  at  the 
same  time  owing  to  a  discovered  check. 

6.  DISCOVERED  CHECK  occurs  when,  by  the  removal  of  a  piece  or  Pawn,  check  is 
unmasked  from  another  piece. 

7.  PERPETUAL  CHECK  occurs  when  the  attacked  King  cannot  escape  from  one  check 
without  rendering  himself  liable  to  another. 

^^8.  STALEMATE  is  brought  about  when  the  King,  although  not  at  the  moment  in 
check,  is  so  situated  that  he  cannot  be  moved  without  going  into  check  and  when  no 
other  piece  or  Pawn  can  be  moved.  The  game  then  is  drawn. 

9.  SMOTHERED  MATE,  or  Philidor's  legacy,  occurs  when  the  King  is  so  hemmed  in 
by  his  own  men  that  he  cannot  move  out  of  check  from  a  hostile  Knight,  which  is  the 
only  piece  that  can  adminster  this  mate. 

10.  EN  PRISE. — A  French  term,  signifying  "exposed  to  capture."     When  any  un- 
defended piece  or  Pawn  is  attacked  by  a  hostile  man,  it  is  said  to  be  en  prise,  i.  e. : 
liable  to  be  taken. 

11.  J'ADOUBE. — Two  other  French  words,  meaning  "I  adjust"  (see  Law  VI),  to  be 
used  by  a  player  when  he  touches  a  man  to  adjust  its  position  on  the  board,  without  in- 
tending to  move  it,  if  it  be  one  of  his  own  men,  or  to  capture  it,  if  it  be  one  of  his  op- 
ponent's men. 

12.  FORCED  MOVE. — When  a  player  has  only  one  move  at  his  disposal  it  is  called  a 
forced  move. 

13.  FALSE  MOVE. — Any  illegal  move,  such  as  Castling  when  the  King  is  in  check  or 
has  been  already  moved,    or   moving  a  Bishop  like  a  Knight,    or  a   Knight   like  a 
Bishop  or  Rook,  is  called  a  false  move. 

14.  MINOR  PIECES. — The  Knights  and  Bishops  are  termed  minor  pieces  to  distin- 
guish them  from  the  Queen  and  Rooks. 

15.  Rows  AND  FILE. — When  the  men  are  arranged  at  the  commencement  of  the 
game  they  are  in  two  ranks.     The  horizontal  ranks  of  squares  are  termed  "rows  "or 
ranks,  and  the  vertical  squares  "files." 

1 6.  THE  EXCHANGE. — Winning  or  losing  a  Rook  for  a  minor  piece  is  called  win- 
ning or  losing  the  exchange. 

17.  GAMBIT. — A  word  derived  from  the  Italian,  signifying  to  trip  up  in  wrestling, 
used  in  Chess  phraseology  in  certain  openings,  in  which  a  player  sacrifices  a  Pawn  for 
the  sake  of  obtaining  an  attack.     The  Pawn  thus  sacrificed   is   called  the  "gambit" 
Pawn. 

1 8.  DOUBLED  PAWN. — Two  Pawns  of  the  same  color  on  the  same  file  are  called 
doubled  Pawns. 

19.  ISOLATED  PAWN. — A  Pawn  which  cannot  be  supported  by  other  Pawns  and 
stands  alone  on  a  file  is  called  an  isolated  Pawn. 


XXVI 


TECHNICAL  TERMS. 


20.  PASSED  PAWN. — A  Pawn  is  called  " passed"  when  there  is  no  hostile  Pawn  to 
prevent  its  march  to  the  eighth  square. 

21.  To  TAKE  "EN  PASSANT"  OR  IN  PASSING. — On  his  first  move  in  the  game  the 
Pawn  has  the  privilege  of  advancing  two  squares.     But,  if  in  thus  advancing,  he  passes 
a  square  attacked  by  a  hostile  Pawn,  which  is  posted  at  a  fifth  square,  counting  from  the 
opposite  side,  he  is  liable  to  be  captured  "in  passing"  by  the  said  Pawn,  which  may  in- 
tercept him  in  his  passage  as  if  he  had  only  moved  one  square.     For  instance,  after  the 
moves  i  P— K4,    i  P— K4  ;   2  KKt— 63,   2  QKt— BS  ;    3  P— Q4,   3  PXP;   4  B— 84,  4 
Kt — 63 ;    5  P — K5,    5  P — Q4  ;   White's  King's  Pawn  may  capture  the  Pawn  which  has 
just  advanced  two  squares  as  if  it  had  only   moved  one  square,   which  means  that 
White  may  take  off  the  Pawn  at  Black's  Q4  and  place  his  own  King's  Pawn  at  Black's 
Q3.     Compare  Diagram. 

Position  after  White's  6th  move,  PxP  en  passant  or  in  passing. 

BLACK. 


WHITE. 

But  the  capture  ' '  en  passant "  must  be  effected  at  once  on  the  move,  for  the  adverse 
Pawn  cannot  be  thus  taken  subsequently.  Only  Pawns — not  pieces — can  capture  or  be 
captured  "en  passant." 

The  Pawn  was  not  allowed  formerly  the  privilege  of  taking  "en  passant,"  the  rule 
having  been  first  adopted  in  Spain  in  the  time  of  Ruy  Lopez,  and  afterwards  legalized 
in  France,  England  and  Germany.  Until  quite  recently  it  was  not  allowed  in  Italy. 

22.  DRAWN  GAME. — When  neither  player  can  checkmate  his  adversary,  the  game  is 
drawn.  The  following  are  instances  in  which  this  occurs  : — i.  By  perpetual  check  ;  2. 
When  both  players  persist  in  repeating  the  same  moves ;  3.  By  stalemate ;  4.  When 
the  stronger  force  cannot  give  checkmate  within  the  number  of  moves  specified  in  Law 
XI ;  5.  When  the  forces  on  either  side  are  equal,  or  nearly  so,  as  Queen  versus  Queen, 
Rook  versus  Rook  or  Bishop,  etc, 


CHESS  AS  A  TRAINING  OF  MIND  AND  HOW  TO  IMPROVE.  xxvii 


CHAPTER   V. 


CHESS  AS  A  TRAINING  OF  MIND  AND  How  TO  IMPROVE. 

The  practice  of  our  noble  pastime  is  in  no  way  influenced  by  any  element  of 
chance,  excepting  that  of  temporary  individual  dispositions,  which  after  all  forms  a  most 
important  element  of  strength,  and  the  results  of  Chess  contests  are  therefore  strictly 
based  on  a  scientific  and  logical  foundation.  Both  parties  are  placed  on  a  perfectly  equal 
footing  on  starting,  as  regards  the  forces  and  their  respective  powers,  and  the  same  rules 
regulate  the  movements  or  actions  of  the  combatants.  It  is,  therefore,  purely  a  battle  of 
the  reasoning  qualities  that  decides  the  issue  in  a,  game  of  Chess,  and  the  infinite  variety 
of  possible  combinations  in  playing  the  game  afford  the  widest  scope  for  the  exercise, 
and,  therefore,  the  training  of  the  logical  as  well  of  the  imaginative  faculties  of  mind. 
Since  the  introduction  of  our  noble  pastime  in  civilized  countries  a  great  number  of  the 
foremost  thinkers,  warriors  and  statesmen  of  different  nationalities  have  been  attracted 
by  its  charms,  and  some  of  them  have  devoted  as  much  attention  to  the  study  and  practice 
of  Chess  as  to  the  cultivation  of  art  and  literature.  In  our  time  the  game  is  becoming 
more  widely  popular  among  intelligent  people  in  different  countries,  and  it  is  almost 
universally  recognized  as  a  healthy  mental  exercise,  which  in  its  effects  on  the  intellectual 
faculties  is  akin  to  that  of  physical  gymnastics  on  the  conservation  and  development  of 
bodily  strength.  Moreover,  the  cultivation  of  the  game  seems  also  to  exercise  a  -direct 
influence  on  the  physical  condition  of  Chess  players  and  the  prolongation  of  their  lives, 
for  most  of  the  celebrated  Chess  masters  and  authors  on  the  game  have  reached  a  very 
old  age,  and  have  preserved  their  mental  powers  unimpaired  in  some  instances  up  to 
their  very  last  moments.  It  has  also  been  computed  that  the  average  length  of  life  of 
the  general  devotees  of  the  game  is  the  highest  in  comparison  to  any  other  class  of  men 
whose  duration  of  life  has  been  systematically  subjected  to  statistical  observation*. 

This  can  be  no  mere  coincidence,  and,  incongruous  as  it  may  seem  to  connect  lon- 
gevity with  the  study  and  practice  of  Chess,  we  believe  the  conclusion  to  be  a  sound 
one,  which  can  be  placed  from  experience  on  rational  grounds. 

It  is  only  natural  that  men  gifted  with  intellectual  abilities  will  favor  a  mental  pas- 
time that  exercises  the  highest  qualities  of  mind,  in  a  similar  manner  as  men  who  are 
endowed  with  great  physical  powers  will  be  attracted  by  recreations  and  amusements 
that  develop  and  maintain  their  bodily  strength.  Once  a  Chess  player  becomes  initiated 
in  the  elements  of  the  game  he  derives  an  extraordinary  amount  of  entertainment  and 
pleasure  from  pursuing  it,  and  a  healthy  spirit  of  emulation  stimulates  his  ambition  to 
become  proficient  in  the  noble  pastime.  He  is  then  sure  to  learn  by  experience  that  any 
habits  that  are  injurious  to  general  health  will  also  greatly  disturb  his  capacity  to  do  his 
best  and  to  improve  as  a  player,  and  that  modes  of  living  that  are  detrimental  to  a  sound 
condition  of  body  must  be  rigorously  checked  or  else  his  play  deteriorates.  On  the  old 
maxim,  "mens  sana  in  corpora  sana"  it  may  therefore  reasonably  be  assumed  that 
as  a  general  rule,  with  very  few  exceptions,  ardent  devotees  of  the  game  will  be  intelli- 

*We  make  this  statement  on  the  authority  of  Mr.  Jas.  D.  Seguin,  Chess  editor  of  the  Times -Democrat. 
of  New  Orleans. 


xxviii  CHESS  AS  A  TRAINING  OF  MIND  AND  HOW  TO  IMPROVE. 

gent  people,  who  are  possessed  of  healthy  organizations,  and  as  the  practice  of  our  pas- 
time is  conducive  to  habits  that  are  beneficial  to  the  preservation  of  good  health,  it  will 
also  greatly  influence  the  prolongation  of  life. 

Some  of  the  foremost  tninkers  have  spoken  in  the  highest  terms  of  the  game  of 
Chess  as  an  intellectual  amusement  and  as  a  mark  of  great  capacity,  and  some  of  the 
greatest  celebrities  of  different  nations  has  devoted  time  and  attention  to  the  study  and 
practice  of  its  intricacies.  Goethe,  in  his  translation  of  "  Le  Nepheu  de  Rameau" 
by  Diderot,  endorses  the  opinion  of  the  celebrated  French  philosopher  who  describes  it 
as  "the  touchstone  of  the  human  brain."  Prince  Bismarck,  in  disparagement  of  mere 
rhetorical  ability,  once  remarked  that  "great  orators,  as  a  rule,  can  neither  play  a  good 
game  of  Chess  or  whist,"  which  shows  that  this  pre-eminent  statesman  thought  more 
highly  of  the  capacity  for  playing  games  of  skill  as  a  test  of  acumen  than  he  did  of 
the  oratorical  faculty.  President  Grevy  of  France  is  a  great  lover  and  supporter  of  the 
game,  and  during  his  Presidential  term  he  offered  prizes  from  the  public  funds  for  Na- 
tional and  International  Chess  Tournaments  in  France.  Buckle,  the  author  of  "  The 
History  of  Civilization"  was  one  of  the  greatest  Chess  masters  of  our  age.  Leib- 
nitz, Voltaire,  Lessing,  Mendelssohn,  Alfred  de  Musset,  Frederic  the  Great,  Napoleon  I, 
and  William  I,  were  fond  of  the  game  and  most  of  those  famous  men  are  reported  to 
have  acquired  great  skill  as  players. 

The  literature  of  the  game  belongs  to  the  oldest  on  record  in  many  languages,  and 
its  rapid  increase  in  our  time  has  been  greatly  instrumental  in  reviving  the  general  popu- 
larity of  our  pastime,  as  it  has  facilitated  the  study  of  the  openings  and  of  practical  ex- 
amples of  play  between  masters.  The  spread  of  the  game  all  over  the  civilized  world  is, 
however,  chiefly  due  to  the  inauguration  of  International  Chess  Congresses  and  matches 
between  experts,  which  from  time  to  time  are  organized  in  the  principal  capitals  of 
Europe  and  the  American  Continent.  These  public  exhibitions  of  Chess  skill  have  been 
watched  with  the  keenest  attention  by  lovers  of  the  game  literally  all  over  the  face  of 
the  globe,  for  not  alone  the  results  of  play,  but  also  whole  records  of  games  have  been 
communicated  through  the'  medium  of  the  newspaper  press  and  the  cable  to  the  widest 
distances  on  our  planet*.  Fresh  talents  have  been  constantly  drawn  out  by  those  public 
tests  of  strength  which  have  formed  the  training  schools  for  some  of  the  greatest  masters 
of  our  time,  who  have  developed  novel,  thereoretical  and  practical  ideas  that  greatly 
help  students  of  the  game  to  overcome  the  chief  difficulties  in  mastering  the  intricacies 
of  our  pastime. 

These  difficulties  were  in  former  days  considered  quite  insurmountable,  and  profi- 
ciency in  the  "art  of  human  reason,"  as  Chess  has  been  aptly  termed  by  Gustavus 
Selenus  (Duke  August,  jun.,  of  Brunswick),  was  held  to  be  the  special  privilege  of  only 
a  very  few.  But  undeniable  experience  has  shown  that  prominence  and  even  excel- 
lence in  Chess  may  be  acquired  in  a  manner  similar  to  that  in  which  proficiency  may 
be  obtained  in  other  accomplishments  that  require  mental  exertion,  and  that  with  proper 
training  and  study  the  large  majority  of  learners  may  generally  improve  their  Chess 
strength  up  to  a  very  high  degree  at  least,  and  sometimes  to  mastery. 

At  first  sight  the  infinite  variety  of  combinations  that  are  possible  on  the  Chess 
board  may  appear  a  most  discouraging  obstacle  in  the  way  of  achieving  success  in  the 
game,  and  it  is  only  due  to  quote  in  that  respect  the  following  extract  from  an  article 

*  It  is  due  to  state  that  the  first  example  of  bringing  the  telegraph  into  requisition  for  reporting  all  the 
moves  of  games  of  Chess  was  set.by  the  New  York  Herald  during  the  match  between  Messrs.  Steinitz  and 
Martinez,  played  in  Philadelphia  in  1882.  This  most  enterprising  journal  has  since  published  cable  re- 
ports ot  whole  games  played  in  the  London  Tournament  of  1886,  and  during  the  contest  between  Messrs. 
Steinitz  and  Tschigorin,  at  Havana,  in  the  beginning  of  1889. 


CHESS  AS  A  TRAINING  OF  MIND  AND  HOW  TO  IMPROVE.  xxix 

entitled    "The  Inexhaustibility  of  Chess,"  by  Mr.  Kdwyn  Anthony,  of  Hereford,  which 
first  appeared  in  the  Chess  Players'  Chronicle  of  1878  : 

"To  estimate  the  actual  number  of  ways  of  playing  even  a  very  few  moves  is  beyond  the  power  oj 
calculation,  but  to  get  something  of  an  approximation  to  that  number  is  very  simple.  Taking  a  variation 
of  each  of  the  openings  as  in  Cook's  Synopsis,  \ve  find  that  the  first  player  has  an  average  of  28,  30,  and 
33  ways  of  playing  the  second,  third,  and  fourth  moves  respectively;  29,  31,  and  33  being  the  correspond- 
ing numbers  for  the  seconnd  player.  Of  course  both  players  have  a  choice  of  20  moves  on  their  first 
On  the  hypothesis  that  the  number  of  replies  open  at  each  move  is  always  the  same  whatever  the 
preceding  move  may  have  been,  and  that  the  foregoing  figures  give  those  numbers,  the  number  of  possible 
ways  of  playing  the  first  four  moves  only  on  each  side  would  be  318,979,564,000.  if,  then,  anyone  were 
to  play  without  cessation,  at  the  rate  of  one  set  a  minute,  it  would  take  him  more  than  600,000  years  to  go 
through  them  all.  It  would  be  difficult  to  say  whether  the  above  number  is  in  excess  or  defect  of  the  true 
one,  but  perhaps  we  may  safely  affirm  that  it  is  not  likely  to  be  out  more  than  20  per  cent,  either  way. 
When  we  bear  in  mind  that  the  number  of  possible  ways  increases  for  many  moves,  some  thirty-fold  for 
each  move  added,  it  is  plain  that  the  number  of  ways  ot  playing  twenty  or  thirty  moves  on  each  side  is  so 
great  as  to  utterly  transcend  the  grasp  of  the  imagination.  No  doubt  the  ratio  of  the  plausible  to  the  pos- 
sible number  of  moves  at  every  stage  is  usually  small,  but  after  every  allowance  has  been  made  for  that 
fact,  the  varieties  of  play  still  remain  enormous.  In  a  very  rough  way,  we  may  easily  extend  our  sur- 
vey. After  the  first  four  moves  in  a  common  form  of  the  "  Giuoco  Piano  "  opening,  White  has  33  possible 
moves  at  command;  and  after  eight  frequently  played  moves  in  the  "Evans'  Gambit,"  he  has  a  choice  of 
32  moves,  Let  us  assume  then  for  convenience  of  calculation  that,  for  the  next  six  moves  on  each  side 
after  the  first  four  on  each  side,  there  is  always  a  choice  of  thirty  different  ways  of  playing — a  hypothesis 
probably  below  rather  than  above  the  actual  fact,  We  thus  get,  by  combination  with  the  result  quoted 
above,  that  the  number  of  ways  of  playing  the  first  ten  moves  on  each  side  is  169518,829100,544000,000000,- 
DOOOOO.  These  figures  are  probably  in  defect  rather  than  in  excess  of  the  actual  number.  On  their  basis, 
however,  and  considering  the  population  of  the  whole  world  to  be  1,483  millions  (Levaseur's  estimate), 
lore  than  2  if  billions  of  years  would  be  needed  to  go  through  them  all,  even  if  every  man,  woman  and 
liild  on  the  face  of  the  globe  played  without  cessation  for  that  enormous  period  at  the  rate  of  one  set  per 
linute  and  no  set  was  repeated." 

In  this  connection  it  will  be  interesting  to  mention  that  the  first  player  has  the 
hoice  of  20  different  moves  to  start  with — namely,  the  moves  of  the  eight .  Pawns  one 
r  two  squares — and  of  each  of  the  two  Knights  to  two  different  squares — whilst  the  op- 
)onent  has  the  option  of  20  different  answers  to  each  one  of  the  first  player's  20  moves, 
"here  are,  therefore,  400  different  ways  of  making  the  first  move  on  each  side  without 
roceeding  any  further,  and  400  is  therefore  the  unit  in  the  arithmetical  progression  for 

purpose  of  calculating  the  number  of  combinations  that  are  possible  in  playing  the 
ame.  Buc  it  should  be  remembered  that  there  is  a  like  infinity,  from  l.he  mathematical 
>oint  of  view,  in  the  art  of  music,  which  has  nevertheless  become  popular,  and  it  has 
>een  found  that  the  talent  for  music,  which  is  almost  universal  among  civilized  nations, 
an  be  cultivated  and  extended  by  study  and  practice.  We  believe  that  this  is  also  true 
•f  Chess,  and  the  knowledge  of  the  game  could  be  made  even  easier  of  acquirement  by 
he  great  majority  of  people  than  it  is  now,  if  rational  modes  of  improvement  were 
be  adopted. 

The  advice  which  we  offer  on  the  subject  is,  in  the  first  place,  that  a  learner .ahould 
hould  seek  as  much  as  possible  to  play  on  even  terms  with  superior  players.  From  ex- 
>erience  and  observation  we  feel  sure  that  he  will  learn  much  faster  in  this  manner  than 
y  taking  odds.  The  latter  method  of  practice  engenders  the  habit  on  the  part  of  the 
•dds-receiver  of  exchanging  pieces  without  any  other  motive  than  to  reduce  the  forces. 
le  may  also  with  comparative  impunity  commit  many  mistakes  anyone  of  which  would 
urely  cost  him  the  game  if  he  started  on  even  terms,  and  the  object  of  the  student 
ught  not  to  be  so  much  to  win  games  as  to  train  himself  to  play  correctly.  By  taking 
dds  a  player  loses  the  opportunity  to  observe  the  finer  points  of  play  of  his  adversary 
rho  on  account  of  his  inferiority  in  force  cannot  always  afford  to  adopt  the  best  strategy 


xxx   -  CHESS  AS  A  TRAINING  OF  MIND  AND  HOW  TO  IMPROVE. 

and  is  more  apt  to  resort  to  lines  of  play  which  he  knows  to  be  unsound,  relying  on  the 
inability  of  the  weaker  player  to  perceive  the  correct  reply,  Moreover,  the  openings  in 
games  at  odds  are  quite  different  from  those  adopted  in  even  games  and,  therefore,  the 
odds-receiver  is  not  advancing  in  one  important  branch  of  Chess  knowledge,  For  these 
reasons  we  also  think  that  handicap  tournaments  ought  to  be  discouraged  in  Chess  clubs, 
and  if  it  be  desirable  at  all  to  offer  special  inducements  of  chances  of  prizes  to  weaker 
players  who  are  not  satisfied  with  the  opportunities  of  better  practice  with  their  superiors 
on  even  terms,  then  the  odds  might  be  given  by  a  method  which  we  believe  was  first 
adopted  in  the  Bohemian  Chess  Club  of  Prague,  namely:  to  give  the  advantage  of  half  a 
game  or  more  in  the  score  to  the  weaker  players. 

One  thing  that  we  would  especially  urge  upon  the  Chess  student  is  that  regularity  of 
study  and  practice  very  much  facilitates  making  rapid  progress.  The  player  by  fits  and 
starts  will  scarcely  ever  improve  and  it  is  much  better  to  devote  to  Chess  one  hour  per 
day  for  six  consecutive  days  than  six  hours  one  day  in  the  week.  In  order  to  strengthen 
the  powers  of  Chess  perception  and  memory,  a  good  habit  to  cultivate  is  that  of  playing 
over  from  recollection  one's  own  games,  or  more  especially  selected  and  well  annotated 
published  games  played  by  masters.  One  great  advantage  of  the  published  games  is 
that  when  the  memory  occasionally  fails  it  may  be  refreshed  by  reference  to  the  publi- 
cation. 

A  very  important  point  is  always  to  observe  strictly  the  law  of  "touch  and  move." 
But  the  temptation  to  take  back  a  move  is  very  great  with  a  beginner ;  and  it  has  been 
found  desirable  for  this  purpose  to  play  for  a  small  stake,  as  this  causes  it  to  be  consid- 
ered a  point  of  honor  to  play  strictly  according  to  the  rules.  This  practice  has  become 
usual  in  the  principal  Chess  clubs  of  Europe,  as  well  as  in  the  larger  cities  of  the  United 
States  and  in  Havana.  Other  advantages  of  playing  for  a  small  stake  are  that  it  tends  to 
promote  greater  care  in  the  play  and  to  check  comments  or  suggestions  from  the  by- 
standers. The  game  of  Chess  is  so  utterly  unsuited  for  gambling  that  no  danger  is  in- 
curred by  the  practice,  and  the  players  usually  know  each  other's  strength,  and  either 
the  score  is  about  even  or  the  weaker  player  fully  expects  to  lose,  but  is  willing  to  pay  asi 
a  fee  for  the  amusement  and  instruction  which  he  receives  from  his  adversary. 

In  advance  of  a  separate  treatise  on  problems  which  we  intend  to  publish  in  another 
volume  of  this  work,  we  may  state  that  the  study  of  this  beautiful  branch  of  our  science 
is  extremely  useful  for  the  purpose  of  developing  and  increasing  strength  in  practical 
play.  It  is  especially  the  faculty  of  precision  which  has  to  be  exercised  absolutely  in  the 
study  of  problems,  whereas  in  the  game  the  winning  process  may  often  be  effected  in 
many  different  ways.  Yet  quite  as  often  it  requires  the  greatest  exactitude  of  calcula- 
tion to  make  sure  of  a  plan  to  be  adopted  in  actual  play,  and  the  study  of  compositions 
where  the  utmost  power  of  the  forces  has  to  be  employed  in  the  fewest  number  of  moves 
is  therefore  a  splendid  training  for  the  purpose.  Some  of  the  greatest  players,  like. 
Morphy,  Anderssen,  Blackburne,  etc. ,  have  devoted  great  attention  to  this  subject,  which 
has  grown  to  almost  a  separate  art,  and  it  is  especially  noteworthy  that  a  more  brilliant 
style  is  usually  acquired  by  masters  who  combine  practice  over  the  board  with  the  study 
of  problems.  This  is  only  natural,  as  the  brilliant  combinations  mostly  occur  in  the 
direct  King's  side  attack,  and  the  various  beautiful  mating  positions  which  are  brought 
out  in  problems  lead,  therefore,  to  the  conception  of  similar  ideas  in  actual  play.  But 
we  wish  to  point  out  particularly  that,  though  it  is  better  for  the  student  to  try  and  solve 
problems,  this  is  by  no  means  absolutely  necessary  in  order  to  derive  great  benefit  from 
the  study  of  that  branch  of  Chess.  Especially  a  beginner  will  find  it  most  entertaining 
and  instructive  to  compare  over  the  board  the  compositions  with  the  solutions  from  any 
problem  collection  by  first-class  authors,  or  from  periodicals  where  usually  the  solutions| 


Till':  MODERN  SCHOOL  AND  ITS  TENDENCY.  xxxi 

arc  published  in  full  in  the  next  number  after  the  problem  has  first  appeared.  Advanced 
students  may,  in  a  similar  way,  assist  their  perception  by  looking  at  the  key  move  in  a 
problem  of  more  than  two  moves,  but  all  the  variations  ought  to  be  carefully  played 
over  or  worked  out.  'In  that  way,  and  provided  that  this  be  done  with  great  regularity, 
about  three  or  four  problems  per  day,  the  student  will  soon  become  familiar  with  many 
leading  ideas  in  very  difficult  problems,  and  after  sometime  he  will  be  able  to  solve  them 
almost  at  a  glance  from  the  diagram. 


CHAPTER   VI. 


THE  MODERN  SCHOOL  AND  ITS  TENDENCY. 

The  object  of  the  game,  as  already  explained,  is  to  checkmate  the   adverse  King  as 
early  as  x>ssible,  and  the  whole  play  of  each  party  has  to  be  made  subservient  to  that  end. 
Theorists  and  practical  experts  have  naturally  attempted  to  effect  this  purpose,  or  at  any 
rate  to  gain  some  material  advantage  by  a  direct  attack   against  the   hostile    King  in  the 
| opening,  and  in  numerous  instances  they  have  succeeded  in   proving  that  Pawns  and 
pieces  may  be  given  up  very  early  in  the  game  for  the   purpose  of  harassing  the  adverse 
King  and  with  the  effect  of  accomplishing  the  mate,  or  at  least  of  recovering  material  greater 
n  value  than  what  had   been  temporarily  sacrificed.      Generally  such  attacks  are  essayed 
n  practice  by  the  first  player,  or  advocated  in  analysis  for  the  same  party,  and  it  was 
ilways  admitted  that  the  second  player  cannot  obtain  such  opportunites  in  the  opening 
xcepting  when  a  fault  is  committed  by  the  adversary.    But  later  researches  and.  practical 
rials  among  masters  have  proved   that  such  sacrifices  early  in  the  game,  even  of  the  first 
>arty,  are  mostly  unsound  or  else  they  succeed    only  in    consequence  of  moves   on.  the 
•ther  side  which  can  be  demonstrated  as  errors  of  development. 

In  fact  it  is  now  conceded   by  all    experts  that   by  proper   play  on,  both  sid.es  the; 
sgitimate  issue  of  a  game  ought   to    be    a   draw,  and  that  the  right  of  making  the   first. 
nove  might  secure  that  issue,  but  is  not  worth  the  value  of  a  Pawn.   It  therefore  follows,  that 
tieoretically  as  well    as   practically,  among  first-class    masters  of  equal    strength,  not   a. 
ingle  Pawn  can   be  given  up  by  either  party  at  any  stage  of  the  game  without  at  least, 
reatly  endangering  the  result,  unless  it  can    be    soon  recovered.     But,  moreover,  it  has. 
een  proven   beyond    any  doubt  that,  irrespective  of  an  attack  against  the  adverse  King,, 
mere  weakness   of  any  square  on  any  part  of  the  board  (of  which  we  shall  give  some, 
irther  explanation)  will    cause   great   inconvenience  and  trouble  and  very  often  will  be 
ital.     In  the  middle  of  the  game  such    points   will   generally  be  occupied   by  a  hostile 
iece  that  will  exercise  a  menacing  attitude,  and  will  be  extremely  difficult  to  dislodge, 
hich  often  gives  the  adversary  time  to  strengthen  his  position,  either  by  bringing  more 
f  his  forces  to  bear  on  such  a  point  or  by  obtaining   greater   freedom    for   his   other 
ieces   for   the   formation  of  an  attack  in  another  direction.     A  game  will  generally  be. 
>st  when  such  a  vantage  ground  can  be  taken  by  the  opponent  on  the  King's  side  or  in 
centre   before   the   exchange  of  several   pieces   have   been  effected,  but  such  weak 
luares  are  also  dangerous  in  the  ending  after  the  exchange  of  Queens  and  Rooks,    and 
hen  the  Kings  are  brought  into  play,  for  it  is  then  mostly  important  to  gain  moves  with 
.e  Pawns,  and   the   side   that   is    free  from  weak  points  will  have  a  great  advantage  for 
,at  purpose. 

But  it  is  specially  as  regards  the  powers  of  the  King  that  the  modern  school  deviates 
Dm  the  teachings  and  practice  of  old  theorists  and  Chess  masters,  and  we  consider  it 


xxxn  THE  MODERN  SCHOOL  AND  THE  PRINCIPLES  OF  PLAY. 

established  that  the  King  must  be  treated  as  a  strong  piece  both  for  attack  and  defence. 
This  means  that  so  far  from  the  King  requiring  great  protection  early  in  the  game  a 
few  simple  precautions  which  we  shall  further  explain,  will  render  him  so  safe  that  any 
attempt  at  attacking  his  wing  will  be  more  dangerous  for  the  opponent  than  for  himself. 
For  such  attacks  can  only  be  formed  either  by  advancing  Pawns  on  that  wing,  in  which 
case  those  Pawns  become  weak  for  the  ending,  if  the  attack  fails;  or  else  by  directing 
several  pieces  against  the  adverse  King  and  thus  deploying  them  for  defensive  action  or 
some  other  point  of  the  board  where  the  opponent  may  break  in  with  superior  forces. 
But,  moreover,  several  forms  of  openings  have  been  developed  in  which  the  King,  though 
apparently  on  the  defensive  for  some  time,  is  brought  into  action  early  in  the  game,  and 
after  withstanding  a  seemingly  vehement  attack,  obtains  perfect  security  with  the  superioi 
position  generally  for  the  ending,  by  means  of  forcing  the  exchange  of  heavy  pieces 
after  having  gained  some  advantage  in  material^  but  sometimes  also  in  the  middle  game, 
with  nearly  all  the  principal  forces  of  both  parties  on  the  board. 

These  are  in  the  main  the  leading  ideas  of  the  modern  school,  as  it  has  been  called, 
though  in  fact,  they  formulate  no  more  than  an  extension  in  general  of  maxims  of  play 
which  with  the  intuitive  instinct  of  genius  have  already  been  adopted  by  old  masters  and 
theorists  in  some  of  the  openings.  For  instance,  the  Bishop's  Gambit  and  the  Salvic 
Gambit  show,  that  though  the  King  has  to  move  early  and  is  deprived  of  the  right  ol 
Castling,  a  strong  attack  can  be  formed  with  the  minor  pieces,  owing  to  the  Queen  bein<2 
brought  out  early  into  the  adverse  game.  Likewise  the  French  defence  on  the  very  firsi 
move  of  the  second  player  obviates  beyond  any  manner  of  doubt,  for  a  great  number  ol 
moves,  all  sacrificing  tactics  and  even  the  combination  play  on  the  part  of  the  first  player, 
and  calls  at  once  for  the  very  treatment  that  is  now  advocated  as  the  classical  one  by  besi 
play  on  both  sides,  and  which  consists  in  a  steady  development  without  any  sacrifice  oj 
material,  circumspective  attention  to  the  balance  of  forces  and  of  position  on  all  parts  oj 
the  board,  and  the  accumulation  of  small  advantages  if  possible.  The  principal  thesis 
«of  the  modern  school  may  be  briefly  summarised  thus:  _Among  first-class  masters 
ithe  capture  of  the  adverse  King  is  the  ultimate  but  not  the  first  object  of  the  game 
.•and  by  best  play  on  both  sides  a  draw  ought  to  be  the  legitimate  result. 

When  it  is  remembered  that  a  mere  alteration  in  the  order  of  a  few  consecutive 
-moves  sometimes  leads  to  an  enormous  number  of  new  variations  it  will  be  easily  under- 
'Stood  that  a  change  of  a  whole  system  involved  the  introduction  of  innumerable  new 
lines  of  play  and  the  development  of  novel  ideas  that  were  often  in  direct  opposition  tc} 
popular  notions  and  tastes.  Objections  have  been  raised  against  the  reform  chiefly  onl 
the  ground  that  its  tendencies  are  calculated  to  abolish  or  at  any  rate  to  reduce  brillian^ 

•  combinations  which  it  is  assumed  are  the  special  characteristics  of  the  direct  attack  again 
the  King.     We  can  only  answer  that  this  is  a  sort  of  sentimental  objection  that  ought   td 
.exercise  but  very  little  influence  on  our  game  which  is  essentially  of  a  scientific  character.?! 
We  entirely  agree  with  Baron  von  Heydebrand  und  der  Lasa  who    lays  down  the   sound 
•maxim:   "The  simplest  and  the  shortest  way  of  winning  is  the  best."  Correctness  of  judg| 
ment  and  calculation  ought  to  be  chiefly  cultivated  in  the  exercise  of  our  pastime,  and  w 
merely  shows  primitive  taste  to  prefer  brilliancy  to  soundness.       Elegance  of  style   wheil 
opportunity  arises  is  no  doubt  an  attribute  of  a  great  master,  but  the  fact  should  never   bjj 
lost  sight  of  that  the 'brilliant  sacrificing  combinations  can  only  occur  when  either  side  hatjl 

•  committed  some  grave  error  of  judgment  in  the  disposition  of  his  forces,  and   therefore,)) 
only  very  rarely  in  important  games  between  first-class  masters.      Thus,   for  instance,    • 
the  matches  of  Morphy  against  his  most   prominent    opponents   such   brilliant   sacrifice.1.1! 
occurred  only  in  2  games  out  of  63,  and  the  extraordinary  elegance  and  dash  of  Morphy'd 

: style  was.chisfly  shown  in. his, blindfold  performances,  games  at  odds  and  skittle   plajj 


RELATIVE  VALUE  OF  PIECES  AND  PRINCIPLES  OF  PLAY.  xxxiii 

against  more  or  less  inferior  opponents.  The  same  observation  applies  to  the  practice  of 
Chess  masters  of  our  time  who  have  greatly  increased  in  number,  and  as  the  game  has 
also  grown  more  popular  the  opportunities  arising  for  first-class  players  of  displaying 
their  ingenuity  against  less  skilled  opponents  are  more  frequent.  In  our  opinion  the  bril- 
liancies have  in  no  way  been  reduced  in  proportion  and  on  the  contrary  they  have 
become  common  even  among  players  who  do  not  belong  to  the  very  first  rank.  The 
special  prizes  for  instance  which  are  sometimes  offered  in  tournaments  for  the  most 
.brilliant  games  are  generally  taken  by  competitors  who  do  not  obtain  a  high  score.  This 
goes  to  prove  that  a  certain  element  of  hazard  is  introduced  into  the  aim  for  brilliant 
combinations  and  only  those  who  have  little  to  lose  run  the  risk.  But  even  the  sound 
combinations  that  involve  great  sacrifices  very  rarely  present  difficulties  as  great  as  the 
maintainance  of  the  balance  of  position,  and  the  strategy  required  in  leading  up  to  the 
final  winning  process.  Very  often  each  player  has  to  look  far  ahead  of  possible  brilliant 
combinations  on  the  part  of  the  opponent  and  accordingly  adopts  means  of  prevention 
which,  though  apparently  simple,  require  greater  depth  and  ingenuity  than  the  plans  which 
they  obviate.  Players  who  exercise  their  faculties  for  the  purpose  of  acquiring  soundness 
of  judgment  in  general  will  also  strengthen  their  perceptions  for  the  most  complicated 
manoeuvres  of  the  King's  side  attack. 


CHAPTER   VII. 


RELATIVE  VALUE  OF  PIECES  AND  PRINCIPLES  OF  PLAY. 

One  of  the  most  important  exigencies  in  the  conduct  of  the  game  is  the  exercise  of 
the  most  critical  judgment  in  estimating  the  relative  value  of  the  Pawns  and  pieces  which 
must  be  strongly  taken  into  consideration  in  effecting  exchanges,  as  well  as  in  the  for- 
mulation of  general  principles  for  the  guidance  of  play  in  all  parts  of  the  game.  But 
owing  to  the  endless  number  and  variety  of  combinations  that  are  possible  over  the 
board,  it  has  been  found  impossible  to  give  more  than  an  approximate  theoretical  and 
practical  comparison  of  the  relative  powers  of  the  men.  In  Staunton's  Handbook,  page 
34,  it  is  stated  that  some  scientists  have  calculated  the  approximate  mathematical  value, 
to  be  as  follows  :  Taking  the  Pawn  as  the  unit,  the  Knight  is  worth  3.05  ;  the  Bishop 
3.50 ;  the  Rook  5.48,  and  the  Queen  9.94.  On  this  basis,  which  in  the  main  is  in  accor- 
dance with  our  own  experience  and  observations,  we  shall  proceed  to  indicate,  ;n  connec- 
tion with  the  above  approximate  valuation,  some  of  the  most  important  general  principles 
of  regulating  the  actions  of  the  men  which  we  believe  are  now  mostly  accepted  by  the 
strongest  masters  of  the  day,  and  the  knowlege  of  which  very  often  enables  the  player  to 
dispense  with  analysis,  or  at  any  rate  greatly  assists  his  calculations.  As,  however,  al- 
ready explained  in  our  preface,  the  scope  of  this  work  will  not  enable  us  to  illustrate  the 
application  of  our  guiding  maxims  any  further  than  is  done  in  our  notes  to  our  analysis 
and  selected  games.  We  shall  now  endeavor  to  describe  seriatim  and  briefly  the 
powers  of  each  man,  and  its  most  favorable  mode  of  development,  as  well  as  to  offer 
some  hints  as  far  as  practicable  about  its  value  and  action  in  the  middle  game  and  in 
the  ending. 

THE  KING  is  considered  invaluable,  according  to  all  authorities,  on  account  of  his 
not  being  liable  to  capture  or  exchange,  which  also  involves  the  complication  of  his  hav- 
ing to  move  out  of  check,  or  to  cover  the  same,  or  to  capture  a  checking  man  to  the 


xxxiv  RELATIVE  VALUE  OF  PIECES  AND  PRINCIPLES  OF  PLAY. 

exclusion  of  the  choice  of  other  moves.  Baron  von  Heyclebrand  in  Bilguer's  Pland- 
bucJi  very  properly  describes  the  power  of  the  King  for  the  Pawn  ending  as  stronger 
than  any  minor  piece,  namely,  a  Knight  or  a  Bishop.  We  are  inclined  to  extend  this 
valuation  to  all  parts  of  the  game,  and  we  would  add  that  the  action  of  the  King  com- 
bined with  one  defended  Pawn  is  about  equal  to  that  of  a  Rook,  provided  that  neither 
the  adverse  King  nor  any  other  hostile  man  can  co-operate  with  the  latter.  We  agree 
in  the  main  with  the  authorities  who  recommend  that  the  King  should]  as  a  rule  castle 
early  on  the  King's  side,  but  this  refuge  of  the  King  is  sometimes  fraught  with  danger 
when  one  of  the  Pawns  on  the  King's  wing — more  especially  the  KKtP  or  KRP — have 
been  previously  moved  or  may  soon  be  compelled  to  advance.  Likewise  when  the  op- 
ponent has  obtained  the  majority  of  Pawns  on  the  Queen's  side  it  is  generally  better  not 
to  widen  the  distance  between  the  King  and  the  adverse  majority,  as  the  King  is  a  pow- 
erful piece  in  the  ending  for  stopping  the  hostile  Pawns.  In  either  of  these  cases  it  is 
desirable  to  aim  first  at  an  exchange  of  Queens  and  some  minor  pieces  and  to  postpone 
Castling  or  not  to  Castle  at  all.  The  King  is  sometimes  brought  into  play  at  Q2  after 
developing  the  minor  pieces  on  the  Queen's  side,  or  at  KB2  after  the  advance  of  the  KB 
P.  Castling  on  the  Queen's  side  is  not  often  advantageous,  for  it  leaves  the  QRP 
undefended  as  the  Handbuck  rightly  points  out.  The  notable  exceptions  are  when  the 
Queen's  file  has  been  opened  for  the  player  who  Castles  on  the  Queen's  side,  while  the 
adversary  cannot  open  that  file;  or  when  the  Pawns  on  the  King's  side  can  be  advanced 
for  a  strong  attack  with  the  co-operation  of  other  pieces  against  the  adverse  King  who 
has  Castled  on  the  other  side.  In  Castling  on  either  side,  it  should  be  remembered,  that 
the  RP,  KtP  and  BP  on  that  wing  in  conjunction  with  a  minor  piece,  generally  a  B  or  a 
Kt  at  63  or  at  B  sq.  (after  removing  respectively  the  KR — K  sq.  or  K — B  sq.)  form  an 
excellent  protection  against  the  larger  majority  of  attacks  that  can  be  planned  by  the  op- 
ponent. The  advance  of  either  of  these  Pawns  should  therefore  be  postponed  as  long 
as  possible,  or  else  it  will  form  an  easier  mark  for  the  attack  of  the  hostile  men,  and  one 
of  the  minor  pieces  should  be  kept  within  convenient  reach  of  63  or  B  sq.  on  the  side 
on  which  the  King  has  Castled. 

Excepting  some  openings  that  will  be  specially  treated  in  this  work  it  is  rarely  good 
play  to  move  the  King  in  the  early  part  of  the  game.  But  this  may  be  resorted  to  even 
with  advantage  in  some  cases  when  the  opponent  allows  his  KP  to  be  taken  with  a  Kt 
in  order  to  gain  the  KBP  for  it.  For  instance,  after  the  moves  i  P — K4,  i  P — K4;  2  B 
— 64,  2  KKt — 63;  3  QKt — 63,  Black  though  the  second  player  may  now  safely  reply  3 
.  .  .  .KtXP  and  allow  his  King  to  be  disconcerted  for  a  little  while  by  the  answer  4  BX 

P  ch.,  for  after  4 KXB;  5  KtXKt,  5  P— Q4;    6  Q— B3  ch.,  6  K— Kt  sq.;   7  Kt— Kt 

5,  7  Q — Qz;  the  attack  will  be  soon  transferred  to  Black  who  has  gained  the  advantage  of 
the  strong  combination  of  two  Bishops  and  the  formation  of  an  excellent  centre.  Some 
other  analogous  cases  arise  sometimes  in  the  opening  and  may  be  treated  in  a  similar  man- 
ner. Occasionally  it  becomes  necessary  in  the  middle  game  either  for  purposes  of  attack  or 
defence  to  remove  the  King  from  one  side  to  the  other,  and  sometimes  by  way  of  squares 
in  the  middle  of  the  board.  Such  a  movement  ought  only  to  be  adopted  with  the 
greatest  precautions  for  it  generally  involves  the  loss  of  costly  material  especially  when 
Queens  are  not  yet  exchanged.  But  on  the  other  hand,  the  strong  defensive  powers  of 
the  King  ought  to  be  fearlessly  estimated,  and  when  no  such  loss  is  threatened  or  the 
opponent  cannot  bring  sufficient  pieces  up  for  the  attack,  it  should  be  remembered  that 
it  requires  a  combination  of  great  powers  to  mate  the  King.  For  instance,  when  he 
stands  on  any  of  the  border  squares  and  is  not  blocked  by  any  of  his  own  men,  he  can 
only  be  mated  by  forces  that  are  rarely  available  for  such  a  purpose  in  the  middle  game. 
A  single  piece  will  often  cover  his  retreat  or  at  least  delay  mating  operations  even  against 


RELATIVE  VALUE  OK  PIECES  AND  PRINCIPLES  OF  PLAY.  xxxv 

O  and  R  combined.  And  when  the  King  travels  in  the  middle  of  the  board  without 
biMiiir  obstructed  in  his  movements  by  his  own  forces,  it  requires  at  least  the  combined 
strength  of  Queen,  Rook  or  a  minor  piece,  and  one  Pawn,  which,  moreover,  must  be  in 
a  special  favorable  position  for  the  purpose,  in  order  to  effect  mate.  Staunton  justly 
warns  against  giving  useless  checks,  but  recommends  as  generally  good  play,  to  give  a 
check  early  in  the  game  when  by  so  doing  the  adverse  King  can  be  compelled  to  move 
and  thus  be  deprived  of  the  right  of  Castling.  The  same  authority  also  says:  "  Do  not 
jn  all  cases  take  an  enemy's  Pawn  that  stands  before  your  King — it  may  sometimes  serve 
as  a  protection  to  him." 

In  the  ending  the  King  is  a  powerful  piece  for  assisting  his  own  Pawns  or  stopping 
the  adverse  Pawns.  In  trying  to  stop  an  adverse  passed  Pawn  that  cannot  be  supported 
by  his  own  King,  it  must  be  observed  that  the  King  must  stand  or  be  able  to  move  t<> 
any  square  of  a  quadrate  that  can  be  formed  by  taking  as  a  measure  of  one  line,  the  number  of 
squares  from  the  one  inclusive  on  which  the  Pawn  stands  up  to  that  of  the  top  row 
inclusive.  Thus,  for  instance,  if  White's  Pawn  stands  at  QR3,  the  four  points  of  the 
quadrate  are  the  squares  at  QR$,  QR8,  KB8,  and  KB3,  or  respectively  for  Black,  QR6; 
QRsq.,  KBsq.,  and  KB6.  If  Black's  King  stands  on  nny  square  from  KB  sq.  up  to 
KB6,  and  therefore  at  the  greatest  distance  between  the  position  of  the  Pawn  and  any 
square  of  the  quadrate,  he  will  still  catch  the  Pawn  even  if  the  latter  has  the  move.  To 
give  another  illustration,  we  assume  that  White's  Pawn  stands  at  QR$  and  in  that  case 
Black  will  be  able  to  stop  the  P  if  he  stands  or  can  reach  any  square  from  Q  sq.  to  Q4. 
But  it  should  be  noticed  that  if  White's  Pawn  stands  on  its  original  square  at  QR2,  the 
Black  King  standing  on  the  furthest  file  of  the  quadrate,  namely:  on  any  square  from 
KKt  sq.  to  KKt/  inclusive,  must  have  the  move  in  order  to  stop  the  Pawn,  as  the  latter 
can  move  two  squares  at  starting.  Likewise  in  any  original  position  of  the  Pawn,  the 
adverse  King,  if  standing  on  any  square  of  his  yth  row  without  at  once  being  able  to 
capture  the  Pawn,  must  have  the  first  move,  even  if  he  is  within  the  quadrate  in  order  to 
stop  the  Pawn.  But  unless  the  King  stands  on  the  file  in  front  of  the  Pawn,  the  latter 
can  never  be  stopped  if  there  are  more  than  four  squares  in  any  straight  direction  between 
the  King  and  the  Pawn. 

THE  QUEEN  is  the  most  powerful  piece  on  the  board,  and  for  that  reason  should  not 
be  subjected  to  attacks  from  inferior  hostile  men  by  being  brought  out  early  in  the 
game.  As  the  HandbucJi  points  out  it  is  dangerous,  especially  in  the  opening,  to 
place  the  Queen  on  the  same  file  or  diagonal  as  the  King.  Before  the  game  is  well 
developed,  three  pieces  including  the  Rook,  or  two  Rooks,  may  be  given  up  for  the 
Queen  with  advantage,  but  when  the  adverse  position  is  well  defended  and  the  pieces  can 
be  brought  into  co-operation,  three  pieces,  including  one  Rook,  or  two  Rooks 
are  superior  to  the  Queen.  Two  Knights  and  one  Bishop  are  generally  infe- 
rior to  the  Queen.  The  most  favorable  points  of  development  for  the  Queen 
are  Q2  after  developing  the  QB,  or  QB2  as  well  as  QKt3  after  moving  P — QB3. 
The  latter  development  is  especially  attacking  in  forms  of  openings  where  the  KB  is  play- 
ed to  QB4.  It  is  rarely  good  to  play  Q — K2  or  KB3  in  the  opening,  but  such  posts  may 
sometimes  be  selected  without  disadvantage  when  the  adversary  has  already  played  P — 
QB3  or  is  otherwise  prevented  from  bringing  out  his  QKt — QB3,  whence  the  Queen 
would  soon  be  attacked  by  Kt — Q5.  In  some  of  the  close  games,  the  Queen  may  be  de- 
veloped at  QR4  after  moving  the  QBP  in  order  to  post  the  KR  at  Q  sq.  and  the  QR  at 
QB  sq.  after  developing  all  the  minor  pieces.  In  openings  in  which  the  QPis  advanced 
to  Q4  the  attack  is  often  formed  against  the  adverse  King's  side,  by  placing  the  Q  at  Q3 
after  having  manoeuvred  the  KB  on  the  same  diagonal  at  QB2  or  QKt  sq.  Another 
favorable  post  for  the  Queen  in  attacking  the  King's  side  is  at  KKt3,  and  in  some  cases  like 


xxxvi  RELATIVE  VALUE  OF  PIECES  AND  PRINCIPLES  OF  PLAY. 

the  counter-attack  in  the  Evans'  Gambit  declined,  or  the  new  attack  adopted  by  the 
author  against  the  French  Defence,  the  Queen  may  advantageously  be  brought  out 
at  KKt4  for  an  early  attack.  Yet  a  player  should  always  be  very  cautious  before  cap- 
turing a  hostile  Pawn  or  even  a  piece  with  his  Queen,  as  situations  often  arise  in  which 
the  Queen  can  be  afterward  blocked  out  and  ultimately  caught  for  inadequate  material;  or 
at  any  rate  her  return  into  her  own  camp  is  thus  delayed  until  the  opponent  has  gained 
time  for  instituting  a  formidable  attack. 

THE  ROOK.  Owing  to  the  original  position  of  this  piece,  which  is  blocked  up  by 
its  own  men,  and  the  nature  of  its  movements,  it  cannot  be  made  much  use  of  in  the 
early  part  of  the  game.  The  KR  is  in  many  respects  superior  to  the  other  for  opening 
engagements  on  account  of  the  earlier  facilities  for  Castling  on  the  King's  side.  The 
two  minor  pieces  on  the  King's  wing -can  be  sooner  developed  into  attacking  or  com- 
manding positions  in  most  open  games,  whereas  on  the  other  side,  the  Queen  has  to  be 
brought  out  in  addition  to  the  two  minor  pieces,  which  in  their  early  development  do 
not  threaten  much  and  leave  the  opponent  the  option  of  many  more  replies.  In  the  ma- 
jority of  openings  commencing  with  I  P — K4,  the  Castling  on  the  King's  side  also  offers 
the  first  opportunities  for  opening  a  file  for  the  Rook  by  advancing  P — KB4,  and  this  is 
of  the  utmost  importance  for  that  piece,  which  can  only  be  brought  into  action  on  open 
files  or  rows.  It  should  be  noticed  that  the  two  combined  Rooks  are  in  the  most  favor- 
able position  for  attack  and  defence  when  doubled  on  an  open  file.  One  of  the  most 
powerful  attacking  posts  for  one  Rook  and  still  more  for  the  two  combined  Rooks,  is  on 
the  7th  row,  for  usually  some  of  the  Pawns  of  the  adversary  are  stationed  on  their  origi- 
nal squares  and  are  thus  more  liable  to  capture.  Such  a  situation  of  Rooks  also  often 
fprms  an  irresistible  attack  against  the  adverse  King,  which  is  usually  confined  on  the 
front  row.  Other  common  ways  of  leading  the  Rooks  for  an  attack  against  the  King's 
side,  is  to  bring  one  of  them  by  way  of  KB3  to  KR3,  after  the  advance  of  P — KB4  and  after 
the  exchange  or  dislodgment  of  the  adverse  QB,  and  then  the  other  Rook  in  a  similar 
manner  to  KKt3.  Such  an  attack,  if  well  supported  by  minor  pieces  or  the  Queen,  is 
often  most  formidable,  but  nevertheless,  its  prospect  of  success  must  be  well  weighed, 
for  if  the  attack  fails,  the  heavier  pieces  remain  uselessly  packed  together  on  the  King's 
side,  and  the  opponent  has  the  better  chance  of  winning  if  he  can  in  the  meanwhile  form 
an  attack  with  his  Pawns  in  the  centre  or  on  the  Queen's  wing. 

Two  co-operating  Rooks  are  stronger  than  the  Queen  when  all  points  are  well  de- 
fended, but  more  especially  when  the  King  is  well  guarded  against  harassing  checks. 
But  it  should  be  remembered  that  the  Rooks  are  rather  clumsy  pieces  to  handle,  while  the 
agility  and  long  range  of  the  Queen  in  all  directions  afford  for  the  latter  many  opportun- 
ities for  defence  and  attack,  especially  in  conjunction  with  one  or  more  minor  pieces.  The 
Handbuch  remarks  that  the  Rooks  are  most  fitted  for  supporting  the  advance  of 
passed  Pawns,  but  much  less  strong  for  stopping  them,  whereas  Queens  and  Bishops  are 
powerful  pieces  for  checking  the  Pawns.  It  is  therefore  advisable  for  the  party  that  has 
strong  Pawns  to  exchange  Queens  and  Bishops  and  to  retain  the  Rooks,  while  the  con- 
trary policy  should  be  adopted  for  the  defence.  The  Rook  is  generally  slightly  stronger 
than  a  Knight  and  two  Pawns;  while  a  Bishop  and  two  Pawns  are  in  practical  play  a 
shade  stronger  than  the  Rook.  A  Rook  and  two  Pawns  are  superior  to  two  Knights 
and  a  little  better  than  Knight  and  Bishop,  but  about  equal  with  two  Bishops.  Two 
Rooks  are  a  little  stronger  than  two  Knights  and  a  Bishop,  but  slightly  inferior  to  two 
Bishops  and  a  Knight.  In  all  cases,  however,  a  great  deal  depends  on  various  consider- 
ations that  have  also  to  be  borne  in  mind  when  a  minor  piece  is  given  up  for  Pawns, 
namely,  the  position  of  Pawns,  and  whether  their  majority  is  compact  on  one  wing  or  di- 
vided, whether  the  King  can  support  his  Pawns  or  whether  the  adversary's  King  is  nigh 


RELATIVE  VALUE  OF  PIECES  AND  PRINCIPLES  OF  PLAY.  xxxvii 

enough  to  stop  them,  whether  or  not  one  or  more  passed  Pawns  can  be  formed,  and 
whether  there  are  other  Pawns  on  the  board  that  are  liable  to  capture  or  are  well  defended. 
It  also  must  not  be  lost  sight  of  that  the  party  having  the  Pawns,  and  provided  there  are  no 
other  Pawns  on  the  board,  or  all  others  can  be  exchanged,  has  the  only  chance  of  win- 
ning, whereas  the  party  thus  fighting  against  the  Pawns  can  only  play  for  a  draw. 

In  the  ending  when  trying  to  advance  one  or  more  passed  Pawns  without  the  King 
and  against  the  adverse  Rook  alone,  it  is  generally  best  to  place  the  Rook  behind  the 
Pawns  in  order  not  to  obstruct  their  advance.  But  when  fighting  against  hostile  Pawns, 
it  is  mostly  advisable  to  attack  them  in  the  rear  or  to  stop  the  one  furthest  advanced  in 
the  same  manner.  Two  passed  Pawns  on  adjoining  rows  will  win  against  the  Rook 
with  or  without  the  move  when  they  have  both  reached  the  sixth  square  of  their  file, 
provided  that  the  adverse  King  is  at  least  at  a  distance  of  three  clear  squares  from  the 
Pawn  next  to  him,  and  that  neither  Pawn  can  be  taken  by  the  Rook  at  once.  In  a  sim- 
ilar manner,  three  adjoining  passed  Pawns  on  the  fifth  squares  of  their  file  will  win 
against  the  Rook  with  or  without  the  move  if  the  adverse  King  is  at  a  distance  of  at  least 
four  clear  squares,  and  provided  that  neither  Pawn  can  be  taken  at  once  by  the  Rook. 
But  it  is  necessary  to  know  that  if  the  Rook  attacks  any  of  the  Pawns  excepting  the  mid- 
dle one  of  the  three,  the  Pawn  thus  attacked  should  be  given  up  and  one  of  the  others 
should  be  pushed,  when  the  remaining  two  will  secure  reaching  the  sixth  square  before 
the  adverse  King  comes  up.  If,  however,  the  Rook  attack  the  middle  Pawn  that  lawn 
must  be  first  advanced. 

THE  BISHOP.  The  relative  value  of  this  piece  has  given  rise  to  different  opinions 
among  masters  and  authorities.  Some  have  shown  or  expressed  a  distinct  preference  for 
the  Knight  in  the  ending  and  it  has  also  been  asserted  that  in  conjunction  with  Queen 
and  Rook,  the  Knight  is  stronger  than  the  Bishop.  But  after  careful  consideration  of 
the  average  of  positions  that  have  attracted  our  attention  and  the  few  exceptions  positive- 
ly in  favor  of  either  piece,  we  have  come  to  the  conclusion  that  the  power  of  the  Bishop 
corresponds  for  practical  purposes  with  its  estimated  superior  mathematical  value  over 
the  Knight  in  the  opening,  and  in  the  middle  part  as  well  as  in  the  ending,  and  in  the 
majority  of  combinations  with  other  forces.  The  great  power  of  the  Bishop,  especially 
in  conjunction  with  the  other  Bishop  for  attack  in  all  directions,  as  well  as  for  the  de- 
fence has  been  first  systematically  and  consistently  demonstrated  in  practice  over  the 
board  by  the  great  German  master,  Louis  Paulsen,  who  may  be  regarded  in  many  re- 
spects as  one  of  the  chief  pioneers  of  the  modern  school. 

In  the  opening  the  KB  is  preferable  to  the  other  on  account  of  his  usual  aggres- 
sive bearing  against  the  hostile  King's  side.  His  best  post  in  the  development  of  open 
games  is  at  QB4,  whence  he  is  often  retreated  to  Q3  or  QB2  after  advancing  P — Q4  and 
P — QB3  if  the  opponent  has  Castled  on  the  King's  side.  In  some  openings  in  which  the 
adversary  is  enabled  to  bring  his  Kt — K4,  or  in  close  games,  or  when  the  opponent  threat- 
ens aw  attack  on  the  King's  side  by  bringing  his  pieces  or  Pawns  to  bear  against  the  KKt5 
square,  the  KB  is  sometimes  better  posted  at  Kz  in  order  to  avoid  its  being  exchanged  for 
a  Knight  or  for  other  defensive  purposes.  The  QB  is  mostly  developed  at  Q2  or  K3,  but 
in  some  openings  he  can  be  kept  at  home  for  a  long  time  until  P — KB4  can  be  played 
with  advantage,  and  in  case  the  adversary  capture  that  P  with  the  KP,  an  excellent 
game  will  often  be  obtained  by  retaking  with  the  Bishop.  As  already  stated  it  is  often  useful 
to  keep  the  respective  Bishop  within  reach  of  the  B  sq.  on  the  side  on  which  the  King 
has  Castled.  It  is  usually  best  to  keep  both  Bishops  in  communication  with  both  wings 
and  for  that  reason  as  well  as  on  account  of  the  superior  value  of  the  Bishop  it  is  very 
rarely  of  advantage  to  pin  an  adverse  Knight.  Notably  should  the  pinning  of  the  hostile 
K  Kt  by  QB — KKt5  be  avoided  excepting  when  some  clear  advantage  or  compensation 


xxxviii  RELATIVE  VALUE  OF  PIECES  AND  PRINCIPLES  OF  PLAY. 

can  be  perceived.  For  the  opponent  by  attacking  the  Bishop  with  P — KR3  will  either  effect 
an  exchange  more  favorable  to  himself, or  the  Bishop  will  have  to  retreat  with  great  loss 
of  time.  It  is  generally  disadvantageous  to  allow  the  QB  to  be  driven  back  to  KKt3  out 
of  communication  with  the  other  wing,  especially  when  his  Knight  is  posted  at  KB3. 
For  defensive  purposes  it  is  generally  advisable  to  retain  the  Bishop  of  the  color  on 
which  the  majority  of  Pawns  are  placed  or  likely  to  be  fixed,  more  especially  when  such 
Pawns  are  stationed  on  different  separated  diagonals.  For  the  attack,  the  Bishop  should 
be  retained  of  that  color  on  which  the  majority  of  the  adverse  Pawns  are  placed  and  an 
advantage  will  then  generally  be  effected  by  endeavoring  to  break  through  with  well 
supported  Pawns.  The  superiority  of  the  Bishop  over  the  Knight  is  also  shown  by  the 
fact  that  the  former  when  placed  on  any  square  of  the  board  will  command  at  least  7 
squares  of  one  or  more  clear  diagonals.  In  the  middle  of  the  board  at  K4,  K5,  Q4  or 
Q5,  he  will  command  13  squares.  On  the  other  hand,  the  action  of  the  Knight  may  be 
reduced  to  the  command  of  no  more  than  two  squares,  if  he  be  placed  into  any  of  the 
four  corners  of  the  board,  and  the  maximum  of  squares  which  he  can  command  is  eight. 

The  great  power  of  the  two  Bishops  combined  has  already  been  alluded  to.  They 
are  a  little  superior  to  Bishop  and  Knight  and  considerably  stronger  than  two  Knights. 
With  the  qualifications  mentioned  in  our  description  of  the  properties  of  the  Rook  where 
we  have  also  given  some  comparative  valuations  of  Bishop  and  Rook  with  Pawns  on 
either  side,  we  would  further  compute  that  two  Bishops  and  two  Pawns  are  considerably 
stronger  than  Rook  and  Knight,  and  that  one  Bishop  is  much  better  than  three  Pawns. 
But  it  should  be  pointed  out  that  two  passed  Pawns  on  the  sixth  row  even  if  separated 
will  win  against  the  Bishop  with  or  without  the  move,  if  neither  can  be  taken  at  once, 
and  the  adverse  King  stands  at  least  three  clear  squares  distant  from  either  Pawn.  On 
the  other  hand,  a  Rook  would  easily  stop  such  two  or  even  more  separated  passed  Pawns 
if  they  cannot  be  supported  by  their  King  for  some  time,  by  simply  placing  the  Rook  on 
his  second  or  first  row. 

THE  KNIGHT.  Some  of  the  old  authorities  maintained  that  this  peculiar  piece  should 
not  be  brought  out  in  any  manner  as  to  block  one  of  the  Pawns,  and  therefore  not  at  B 
3  before  having  advanced  the  respective  BP  two  squares.  The  King's  Gambit  and  the 
Bishop's  Gambit  are  founded  on  that  theory.  But  it  is  now  universally  acknowledged 
among  experts  that  i  P — K4  on  each  side,  2  KKt — 63  or  2  QKt — 63  are  excellent 
moves,  and  in  most  openings  the  defence  ought  also  to  bring  out  the  two  Knights  on 
their  respective  third  squares  without  minding  the  blockation  of  the  Pawn  in  front  of 
them.  After  Castling  on  the  King's  side  it  is  generally  a  good  plan  to  remove  the  KKt 
in  order  to  advance  P — KB4,  and  often  Kt — K  sq.  is  the  best  retreat  for  the  purpose. 
But  we  disapprove  on  general  principles  of  the  plan  sometimes  adopted  of  playing  P — K 
R3  in  order  to  retreat  Kt — R2.  The  QKt  is  often  manoeuvred  from  QB3  via  K2  to  KKt 
3  for  the  attack,  but  he  is  also  developed  sometimes  via  Q2  to  KB  sq.  either  before  or 
after  developing  the  QB  and  thence  to  KKt3  or  K3  with  good  effect.  When  either 
Knight  can  reach  the  adverse  KB5  without  being  liable  to  be  driven  away  or  exchanged 
'he  will  occupy  a  very  menacing  position  against  the  adverse  King's  side,  which  will 
greatly  strengthen  any  attack  in  that  quarter.  The  Knights  are  well  adapted  for  entering 
into  "a  hole"  or  a  weak  square  of  the  adverse  game  (of  which  terms  we  shall  give 
some  further  explanations  anon)  especially  when  supported  by  Pawns  on  each  side.  A 
Knight  is  only  very  slightly  stronger  in  general  than  three  Pawns.  Of  its  other  relative 
valuations  we  have  already  spoken  under  the  previous  headings,  but  it  is  a  peculiar  fea- 
ture of  the  Knight  that  he  will  be  generally  stronger  than  the  Bishop  in  the  ending  when 
the  opponent  has  a  doubled  Pawn  that  cannot  be  dissolved,  more  especially  when  the 
one  in  front  is  of  the  opposite  color  of  the  Bishop  and  is  not  protected  by  another  Pawn, 


RELATIVE  VALUE  OF  PIECES  AND  PRINCIPLES  OF  PLAY.  xxxix 

for  then  the  Knight  by  attacking  that  Pawn  will  at  least  keep  the  adverse  King  engaged 
for  its  protection,  while  his  own  King  will  be  free  for  action.  This  ingenious  maxim 
was  chiefly  brought  into  recognition  by  Herr  Winawer. 

THE  PAWN.  The  skilful  management  of  the  Pawns  which  form  a  phalanx  before 
the  King  and  the  other  pieces,  is  one  of  the  most  important  items  in  the  conduct  of  the 
game.  Owing  to  the  privilege  of  promotion  to  a  Queen,  or  any  other  piece  chosen, 
which  the  Pawns  possess  when  reaching  the  eighth  square  the  loss  of  one  of  them  is  in 
the  large  majority  of  cases  fatal  among  first-class  masters.  It  is,  moreover,  now  recog- 
nized among  experts  that  not  alone  the  weakness  of  one  single  Pawn  but  also  that  of  one  single 
square  into  which  any  hostile  man  can  be  planted  with  commanding  effect,  will  cause 
great  trouble,  and  often  the  loss  of  the  game,  and  that  by  proper  management  of  the 
Pawns  such  points  of  vantage  need  not  be  opened  for  the  opponent. 

The  centre  Pawns,  namely,  the  KP  and  QP  will  have  to  be  moved  in  the  larger 
majority  of  openings  sooner  or  later  in  order  to  free  the  pieces  on  each  side,  and  they  are 
not  alone  the  best  fitted  for  commencing  operations,  but  we  would  lay  it  down  as  a 
rule  that  they  are  the  only  ones  that  ought  to  be  moved  in  the  early  part  of  the  game  for 
various  reasons.  In  the  first  place,  as  long  as  the  three  Pawns  on  each  wing  remain 
unmoved;  there  is  no  weak  square  or  "  a  hole  "  on  the  side  which  takes  that  precaution. 
The  latter  term  which  is  now  generally  accepted  as  a  technical  definition,  was  first  used  by 
the  author  in  The  International  Chess  Magazine  of  November  1886,  where  the  dis- 
advantage which  it  is  intended  to  describe  was  also  first  pointed  out,  and  it  is  most 
important  for  the  learner  fully  to  appreciate  that  disadvantage.  The  ' '  hole  "  means  a  square 
on  the  third  or  fourth  row  in  front  of  a  Pawn  after  the  two  adjoining  Pawns  have  been 
moved  or  captured.  Thus,  for  instance,  after  the  opening  moves  i  P — K4,  I  P — K4; 
2  P — QB4;  there  are  already  two  holes  in  White's  camp,  namely,  one  at  Q$  and  one  at 
Q4.  These  holes  will  be  all  the  more  dangerous  as  long  as  the  adverse  QP  remains  at  Q4, 
for  that  Pawn  stops  the  advance  of  two  hostile  ones  and  by  skilful  play  Black  will  retain 
that  advantage  for  a  long  time.  If  White's  QP  is  afterward  moved  to  Q3  that  Pawn  will 
be  weak  and'even  if  he  succeed  in  exchanging  that  Pawn  for  another,  the  squares  at  Q3  and 
Q4  remain  weak,  and  White  will  have  to  guard  against  the  entrance  of  hostile  men  on 
those  squares  with  one  or  more  pieces,  since  both  the  Pawns  that  previously  could  afford 
protection  against  such  entrance  are  advanced.  A  hole  or  a  weak  square  are  still  more 
tro.ublesome  when  the  opponent  is  enabled  to  open  the  file  on  which  they  are  situated 
for  his  Queens  and  Rooks.  In  the  opening  or  middle  part  a  hole  or  weak  square  are 
most  dangerous  in  the  centre  or  on  the  King's  side  before  Queens  are  exchanged,  but  in 
the  ending  such  weak  points  are  generally  more  troublesome  on  the  Queen's  side. 

In  the  next  place,  it  is  a  great  advantage  for  the  ending  to  have  as  many  Pawns  as 
possible  unmoved  on  their  original  squares,  £ >r  i.tJs  often  most  important  to  be  able  to 
gain  a  move  by  having  the  option  of  pushing  a  Pawn  one  or  two  squares.  Furthermore, 
we  have  already  explained  that  three  unmoved  Pawns  on- the  King's  side  in  conjunction 
\vith  a  minor  piece  form  a  strong  -bulwark  against  an  attack  on  that  wing,  and  we  shall 
also  show  anon  some  reasons  against  moving,  the  Pawns  jtfi  the  other  wing. 

$\.'3iVin{.Qi\rs  Handbook,  page  44,  gives  the  following" good  advice:  "It  is  generally 
advantageous  for  your  Pawns  to  occupy  the  middle  of  the  board,  because  when  there 
they  greatly  retard  the  movements  of  the  opposing  forces.  The  KP  and  the  QP  at  their 
fourth  squares  are  well  posted,  but  it  is  not  easy  to  maintain  them  in  that  position,  and  if 
you  are  driven  to  advance  one  of  them,  the  power  of  both  is  much  diminished,"  To  this 
we  would  add  that  in  general  two  Pawns  are  stronger  abreast  than  on  a  diagonal.  The 
former  command  two  Black  squares  and  two  White  ones  in  front,  while  in  the  latter 
situation,  one  of  the  squares  is  occupied  by  a  Pawn  and  all  the  points  covered  are  only 


xl  RELATIVE  VALUE  OF  PIECES  AND  PRINCIPLES  OF  PLAY. 

of  one  color.  As  a  rule  it  is  unadvisable  to  advance  any  Pawn  beyond  the  fourth  square, 
for  the  further  a  Pawn  is  advanced  into  the  hostile  camp  the  sooner  he  becomes  liable  to 
capture  or  inconvenient  attack  especially  in  the  end.  At  the  utmost  a  Pawn  may  be 
sometimes  advanced  to  the  fifth  square  when  he  can  be  well  supported  on  each  side  by 
so-called  chains  of  Pawns  that  cannot  be  broken  up,  but  it  is  very  rarely  good  play  to 
advance  a  Pawn  to  his  sixth  square. 

In  the  early  part  of  the  game  the  formation  of  a  centre  such  as  two  Pawns  abreast 
at  K4  and  Q4  is  a  very  desirable  object,  and  in  the  Gambits  of  the  the  King's  side  the 
KBP  is  even  sacrificed  for  that  purpose.  With  the  view  of  strengthening  the  centre  it  is 
usually  better  to  capture  with  a  P  toward  the  middle  rather  than  toward  the  wing  when 
the  capture  can  be  effected  by  two  different  Pawns.  When  both  sides  have  moved  P — 
K4  and  have  also  Castled  on  the  King's  side,  it  will  be  often  advantageous  to  allow 
the  KBP  to  be  doubled  in  order  to  form  some  attack  on  the  open  KKt  file,  or  else  with 
the  object  of  afterward  dissolving  the  doubled  Pawn  by  advancing  P — KB4.  In  like 
manner,  the  doubling  of  a  Pawn  on  the  QB  file  may  be  useful  in  order  to  obtain  com- 
mand for  the  QR  on  the  open  QKt  file  and  with  the  view  of  advancing  P — 64.  But 
an  isolated  doubled  Pawn,  especially  one  on  the  Rook's  file,  is  mostly  a  great  disadvantage. 
Most  particular  care  should  be  taken  that  the  opponent  does  not  obtain  the  majority  of 
Pawns  on  the  Queen's  side,  on  the  wing  opposite  on  which  the  Kings  of  both  parties 
usually  Castle.  For  a  skilful  player  will  generally  manage  to  cut  off  the  King  from  crossing 
to  the  other  side,  and  the  weaker  Pawns,  thus  deprived  of  the  help  of  a  powerful  piece,  will 
rarely  be  able  to  offer  sufficient  resistance  to  the  opposite  superiority  of  force.  The  ma- 
jority of  Pawns  on  the  King's  side  is  rarely  of  much  use,  for  the  Pawns  of  that  wing  can- 
not well  advance  without  exposing  their  own  King,  and  in  the  ending  the  hostile  King 
is  near  at  hand  for  stopping  them. 

Each  Pawn  has  its  own  peculiarities  which  we  shall  endeavor  to  describe  briefly. 
The  two  Rooks'  Pawns  are  the  weakest,  as  each  only  commands  one  square,  while  the 
others  command  two.  But  each  when  advanced  is  only  liable  to  be  attacked  by  one 
Pawn  on  the  hostile  Knight's  file,  while  the  other  Pawns  can  be  attacked  by  two  hostile 
Pawns,  one  on  each  side.  When  the  opponent  has  first  moved  P — KR3  after  Castling  on 
King's  side  while  you  have  not  yet  Castled,  you  may  also  reply  P — KR$  with  the  view  then 
of  advancing  soon  P — KKt4  and  endeavoring  to  break  through  with  the  Pawns  on  that 
wing.  It  is  also  good  play  to  drive  back  a  hostile  piece  by  P — KR3,  but  otherwise,  es- 
pecially when  you  have  Castled  King's  side  such  an  advance  is  not  good,  for  it  exposes 
that  Pawn  to  attack  in  many  contingencies  and  it  also  makes  it  inconvenient  to  advance 
the  KBP,  since  a  hole  is  then  formed  at  KKt3. 

The  KKtP  if  advanced  to  KKt3  leaves  at  once  a  hole  at  KR3  and  at  KB3,  for  it  is 
assumed  that  the  KP  has  already  moved,  or  will  have  to  move  soon.  If  he  advance  to 
Kt4,  supported  by  P — KR3,  he  leaves  additional  holes  at  KB4  and  KR4. 

It  is  advantageous  to  advance  the  KBP  to  B4  after  Castling  when  an  adverse  Pawn 
is  fixed  at  K4  by  your  own  KP  which  should  be  well  defended.  If  your  QP  has  been  ex- 
changed for  the  opposite  KP,  it  is  more  often  better  to  play  P — KB3  in  support  of  your 
KP.  If  the  KP  has  been  exchanged  on  each  side,  it  is  rarely  good  to  advance  the  KBP, 
for  it  leaves  a  weak  square  at  K3  against  which  an  attack  of  the  hostile  Rook  can  also 
be  directed.  If  the  KBP  remains  unmoved,  he  will  often  give  good  support  to  the  QB 
or  KR  at  K3. 

The  advance  of  the  KP  to  the  fifth  square  is    specially  objectionable,  as    the    oppo- 
nent will  mostly  gain  opportunities,   by  P — KB3,    of  opening   an  important   file  for  his  j 
Rook.     Likewise,  if  the  QP  play  to  his  fifth,  the  answer  P — QB3  will  release  the  adverse  , 
Queen  and  open  a  promising  file  for  the  hostile  QR. 


RELATIVE  VALUE  OF  PIECES  AND  PRINCIPLES  OF  PLAY.  xli 

When  the  QP  has  been  exchanged  it  is  seldom  right  to  advance  P — QB3.  Likewise, 
when  the  QP  is  still  at  Q3  the  advance  of  the  QBP  will  leave  the  QP  weak,  and  again, 
under  other  conditions,  it  retards  the  development  of  QKt — 63  with  scarcely  enough  ob- 
ject in  the  opening.  But  still  P — QB3  is  often  a  good  move  later  on. 

The  advance  of  the  QKtP  naturally  leaves  holes  at  once  at  QR3  and  at  QB3,  as  P  to 
Q4  or  P — Q3  are  either  supposed  to  be  done  already  or  sure  to  follow.  Finally  the  early 
pushing  of  the  P — QR3  can  hardly  do  any  good,  but  loses  time  and  makes  the  subse- 
quent advance  of  the  QBP  which  is  sometimes  good  and  necessary,  objectionable  on  the 
gmund  that  a  hole  will  be  created  at  QKt3. 

Thus  it  may  be  repeated  in  general  that  in  most  openings  only  the  KP  and  QP 
should  be  manoeuvred  in  conjunction  with  a  rapid  development  of  the  minor  pieces, 
and  though  the  KBP  and  the  QBP  may  also  sometimes  assist,  it  is  at  least  useless  and 
often  compromising  to  move  RP  or  KtP  on  either  side  in  the  early  part  of  the  game. 
A  Pawn  attack  may,  however,  often  be  formed  with  advantage  when  the  opponent  has 
crowded  too  many  pieces  on  one  wing  or  when  he  has  given  an  opportunity  for  effecting 
a  promising  break  through  on  either  side  by  advancing  one  of  his  Pawns;  but  as  a  rule  the 
fight  in  the  centre  in  conjunction  with  the  two  Bishops'  Pawns  will  be  sufficient,  and  at 
east  the  option  of  moving  one  or  two  squares  ought  to  be  reserved  for  the  ending  for  the 
other  Pawns. 

There  are  other  principles  based  on  reasonings  by  analogies  between  different 
positions,  as  well  as  comparisons  and  combinations  between  different  principles  when 
;hey  come  in  conflict  with  each  other,  but  as  explained  in  the  preface  they  are  outside 
of  the  limits-  of  this  work,  for  they  would  require  too  laborious  illustration.  However  in 
our  introductory  comments  on  the  games  between  Messrs.  Steinitz  and  Tschigorin  we 
give  some  instances  of  the  application  of  principles  in  the  opening  with  some  explana- 
tions of  their  influence  on  later  stages  of  the  game. 


THE  RUY  LOPEZ. 


So  called  after  a  Spanish  bishop  who  lived  during  the  reign  of  Philip  II.  He  is  re- 
puted to  have  been  the  greatest  player  of  his  time,  and  he  published  an  analysis  of  this 
opening  in  1561.  It  has  been  held  by  the  greatest  masters  to  be  one  of  the  strongest 
openings  that  the  first  player  could  adopt,  and.  the  author  has  tried  the  attack  in  various 
forms  since  1876,  when  he  first  applied  a  combination  of  principles,  which  were  quite  new 
at  the  time,  in  his  first  match  game  against  Blackburne.  We  also  adopted  it  in  Vienna, 
1 88 1  ;  in  London,  1883;  and  in  the  match  against  Zukertort  for  the  championship  of  the 
world  in  1886.  Nevertheless,  we  have  come  to  the  conclusion,  after  careful  analysis,  that 
this  form  of  opening  is  no  exception  to  the  general  rule,  inasmuch  as  the  pinning  of  the 
Knight  by  the  Bishop  in  the  early  part  of  the  game  cannot  be  of  any  advantage  ;  and  we 
find  now  that  at  the  utmost  the  game  can  be  made  even  by  White  against  the  best  de- 
"ence,  which  we  think  is  3.  ...  P — Q3.  Our  reason  for  deviating  thus  from  the  time-hon- 
ored 3.  .  .  .Kt— KB3  (or  3.  .  .  .P—QR3;  4  B— R4,  4  Kt— 63)  is  that  after  4  P— Q3 
Anderssen's  key  move  of  the  attack  adopted  one  move  later  against  Morphy,  who,  as 
isual  at  the  time,  had  played  3.  .  .  .P — QR3,  whereupon  White  retreated  4  B — R4)  Black 
s  compelled  to  play  4.  .  .  .P — Q3,  and  if  White  then  continue  5  P — 63,  Black  has  de- 
prived himself  of  the  resource  of  4  P — KB4,  which  in  our  main  variation,  in  Col.  i,  he 
nay  successfully  adopt,  and  thus  foil  the  plan  of  White  to  keep  up  a  retentive  attack 
imilar  to  that  obtained  in  modern  variations  of  the  Giuoco  Piano.  Compare  Col.  3, 
»vhich  is  most  in  accordance  with  the  style  of  attack  adopted  by  the  author  against  Black- 
Durne  in  the  first  game  of  the  match  in  1876.  (See  illustrative  games.) 

The  main  difference  after  3.  .  .  .P — Q3;  4  P — 63,  4  P — B4,  from  the  ordinary  lines 
)f  defence  is  that  White  will  gain  no  benefit  from  the  Giuoco  Piano  system  of  attack,  for 
nstance,  by  5  P — Q3,  and  the  prospective  open  file  for  the  Black  KR  after  caStling,  will 
nore  than  outweigh  the  little  inconvenience  of  his  KB's  being  confined.  White  is 
ilso  unable  to  manoeuvre  his  QKt  via  Q2  and  KB  squares  to  K3,  as  in  the  leading  varia- 
ions  of  the  attack  against  other  defences  ;  as,  after  Black  has  moved  P — KB4,  the  first 
slayer  has  to  look  out  for  protection  for  his  KP,  which  will  be  further  attacked.  This 
sort  of  attack  we  consider  in  this  opening  as  well  as  in  Philidor's  Defence,  the  most  con- 
genial to  the  principles  of  the  game. 

In  Cols.  4  and  5  we  endeavor  to  demonstrate  that  an  attack  initiated  by  7  P — Q4, 
was  first  adopted  by  the  author  in  his  match  against  Zukertort,  can  be  repelled 
*vith  advantage  for  the  second  player,  should  White  try  to  play  for  more  than  an  even 
*ame.  The  queried  moves  in  those  columns,  viz.,  Whites,  nth,  i2th,  and 
i3th  moves,  in  column  4,  and  White's  i3th  and  i4th  moves,  in  column  5,  are,  we 
Believe,  plausible  and  not  easily  answered  ;  wherefore  we  have  selected  them  as  speci- 
nens  of  efforts  on  the  part  of  White  to  gain  an  early  superiority.  But,  we  believe,  after 
he  key  moves  of  Black's  counter-attack  in  Col.  C,  namely  7.  .  .PXP,  and  8.  .  .P — Q4, 
he  defence  gets  at  least  an  even  game  against  all  other  lines  of  play  that  are  at  White's 
lisposal.  In  Col.  6  we  show  the  result  of  neglecting  the  counter-attack  of  7.  .  .  .PXP,  and 
idopting  an  unnecessary  development  move  instead.  Little  difference  as  it  would  seem 


2  THE  RUY  LOPEZ. 

to  make,  we  think  that  White,  after  7.  .  .  .B — Kt  2,  obtains  the  superior  game  by  getting 
rid  of  his  KKt  at  1*3  and  exchanging  it  for  an  adverse  piece,  thus  liberating  his  pawns 
on  that  wing  for  an  ultimate  attack. 

Col.  7  disposes,  we  believe,  of  Mortimer's  defence  in  a  novel  but  effective  manner. 

In  Col.  8  we  deal  with  a  variation  played  by  Rosenthal  against  the  author  in  the 
London  Congress  of  1883  (see  illustrative  games),  but  we  find  no  alteration  necessary  in 
the  line  of  play  adopted  by  White,  who  ought  to  maintain  the  pawn  gained. 

Col.  9  represents  the  play  of  both  sides  in  this  opening,  as  authorized  and  practised 
by  the  best  musters  thirty  \t-ars  ago.  We  have  in  the  main  variation  omitted  the  moves 
P — KR3  on  each  side  as  absolutely  useless.  If  White  does  not  play  that  move,  it  would 
be,  of  course,  all  the  more  a  waste  of  time  for  Black  to  attempt  it. 

Col.  10  is  a  defence  tried  by  Paulsen,  and  Col.  n  deals  with  the  variation  for  the 
second  player,  which  we  ourselves  experimented  upon  in  the  London  Tournament.  Col. 
1 2  shows  a  defence  of  our  own,  which,  after  some  trials  in  Vienna  and  in  America,  we 
hoped  to  establish  as  the  sound  one;  but,  although  against  the  ordinary  line  of  attack 
we  think  the  game  can  be  made  even,  we  find  we  cannot  recommend  the  same,  on  the 
grounds  pointed  out  in  our  note  No.  29. 

In  Col.  13  we  endeavor  to  demolish  an  attack  which  we  ourselves  favored  in  our 
last  match  with  Zukertort,  and  it  is  especially  the  move  7  P — Q4  which  we  now  object 
to,  on  the  ground  that  Black,  by  being  enabled  to  exchange  his  KP,  obtains  liberty  to 
advance  P — Q4. 

In  Col.  14  we  present  an  old  variation  favored  by  Anderssen  as  first  player,  and  suc- 
cessfully adopted  against  various  opponents  until  he  played  it  against  the  author  in  the 
Vienna  Tournament  of  1873.  The  last  six  moves  of  Black  were  systematically  made  on 
the  principle  that,  as  there  was  no  immediate  King's  side  attack  to  be  feared,  Black  was 
not  bound  to  hurry  with  the  development  of  his  pieces,  and  especially  Black's  I2th  move 
was  considered  a  venture,  according  to  the  old  notions  of  rapidly  bringing  out  the  pieces. 
The  object  of  this  move  was,  however,  to  bring  that  Kt  into  action  -at  Q5  by  way  of  K2 
and  QB3,  and  this  manoeuvre  has  since  been  fully  approved  of  by  analysts  and  adopted 
in  practice  by  the  strongest  players,  though  an  opportunity  to  play  this  defence  rarely  oc- 
curs, as  the  strongest  players  agree  now,  in  consequence  of  the  example  of  this  game, 
that  6  BXKt  is  disadvantageous  for  White. 

Columns  15  to  18  inclusive,  might  occur  by  a  transposition  of  moves  in  the  Four 
Knights'  Game.  We  do  not  think  much  of  the  attack  by  5  QKt — 63  ;  for  even  when 
Black  in  answer  replies  5.  .  .  B — 64,  a  move  which  brings  him  into  great  difficulties  (see 
Col.  1 7),  we  find  no  more  than  an  even  game  at  the  utmost  in  the,  end  of  that  variation. 
The  fact  that  White  has  advanced  the  KBP,  and  has  left  several  points  of  entrance  forj 
Black  in  the  centre,  will  tell  against  him  in  the  ending,  and  he  has  no  chance  of  effect-| 
ing  any  great  improvement  in  the  middle  game.  We  very  slightly  prefer  Black's  game! 
for  practical  purposes,  though  theoretically  we  can  make  it  no  more  than  even.  Col.  18. 
represents  an  attack  which  tends  to  combine  a  sort  of  Four  Knights'  Game  witn 
the  Ruy  Lopez.  It  was  for  a  short  time  in  favor  with  first-class  players,  until  Zukertorf 
disproved  it  in  practice  with  the  line  of  play  which  we  quote. 

In  Col.  19  the  attack  pursues  the  plan  of  allowing  the  KPto  be  taken  in  order  to  re-j 
cover  the  P  later  on.  Though  White  accomplishes  that  object,  his  KB  becomes  blockedj 
up,  and  Black  forms  a  majority  of  pawns  on  the  Q  wing,  which  we  believe  in  the  end! 
ought  to  be  in  his  favor.  In  the  two  next  columns  the  Q  P  is  given  up  temporarily,] 
but  though  the  balance  of  material  is  restored  by  force,  White  can  obtain  no  more  than! 
an  even  game;  and  if,  as  in  Col.  21,  he  exchange  one  of  his  Bishops  for  a  Kt,  and); 
allows  Black  to  free  his  KB  file  after  castling,  the  defence  gets  a  slight  advantage. 


THE  RUY  LOPEZ.  3 

In  Col.  22  the  move  5  Q — K2,  if  defended  by  5.  .  .P — Q3,  shows  a  loss  of  time  for 
White  if  the  attack  proceed  on  the  Giuoco  Piano  principle,  and  we  do  not  think  that  any 
other  line  of  attack  is  more  promising. 

In  Cols.  23  and  24  defences  which  have  been  hitherto  recommended  and  practised 
by  masters  are,  we  believe,  shown  to  be  inferior. 

Cols.  25  to  30  deal  with  the  defence  of  the  Berlin  school,  3.  .  .Kt — KB3  before 
playing  P — QR3,  or  without  the  latter  recourse  altogether.  Excepting  in  the  middle 
columns,  which  are  given  as  examples  of  how  to  utilize  a  weak  move  on  the  part  of  the 
defence,  the  first  player  does  not  gain  any  perceptible  advantage  in  position. 

Cols  31  to  36  inclusive,  deal  with  Bird's  defence  3.  .  .Kt — Q5,  of  which  we  cannot 
give  a  good  account.  There  are  some  odd  continuations  which  Mr.  Bird  played 
in  connection  with  his  favorite  defence  ;  but  though  he  has  played  them  with  great  skill, 
and  sometimes  with  success,  it  does  not  alter  the  principle  that  Black  cannot  afford  to 
allow  one  of  his  centre  pawns  to  be  doubled.  All  our  examples  are  treated  in  quite  a 
novel  manner  from  some  point  more  or  less  early. 

Cols.  37  to  42  treat  the  unusual  defences  3.  .  .Kt — K2,  or  3.  .  .P — KKt  3,  and  fin- 
ally 3.  .  .P — KB4.  Against  the  two  first-named  moves,  the  Giuoco  Piano  attack  by  4  P — 
QB3  is,  as  usual  in  this  opening,  the  most  effective  one.  For  neither  of  these  variations 
s  the  more  direct  attack  of  4  P — Q  4  of  much  use,  as  we  show  in  either  our  tables  or 
notes.  Against  3.  .  .  P — KB4  we  give  an  attempt  at  a  direct  King's  side  attack  based  on  a 
sacrifice  of  two  pawns,  which  we  believe  ought  to  be  successful  on  account  of  the  near 
analogy  of  the  position  to  the  Danish  Gambit.  But  the  line  of  play  indicated  in  our 
notes,  viz.,  playing  the  QKt  via  Q2  to  Kt  3,  in  order  to  recover  the  P,  is  quite  good 
enough.  As  the  defence  3.  .  .  P — KB4  is  very  rarely  adopted,  we  have  not  given  it  much 
analysis. 


THE  RUY  LOPEZ. 


,P-K4  ?KKt-B3 

IP—  K4  "QKt—  63 


Third  Defence    .     ......  3p  _ 


Seventh  Defence 3 


Cols.  I  and  2. 

I —       —  ;         Cols.  3  to  8. 

[ J         Cols.  25  to  29. 

[t2l        - ;        Col.  30. 

Cols.  9  to  24. 

Cols.  31  to  36. 

Cols.  37  to  38. 

Cols.  39  to  40. 

Col.  41. 

Col.  42. 


P-K4 


P— K4 

2 


P—  Q3  ! 


THE  RUY  LOPEZ. 

?KKt-B3 
"QKt— B3 

3  4 

3xt-B3 


B-Kts 


6 


rP~Q4 
°BPXP 


KtxP 


P-Q4 

OPXP 


ch. 


8 
9 

10 

n 

13 
14 

15 
16 


'K— K2 

B— Kt5  ch. 


Kt—  63 
KBxKt 


B—  Q2 

nP-Q5 
°QKt—  K2 


nQKt— Q2 
Dp-KKt3 

'B— Kt2       7~ 
0Kt-B  sq. 


PXP 


ch. 


PXB 
PXP 


Q-Q4 
B— R4 


UQXB 

inKt- 

l«- 


O— O 

Kt— K3+    8 


UP-Q4! 

npXP 
"KtxP 

nQ~Kt3 


'  B— Kt2  ? 
jPXP 


P-KS 


«kt— KS 

nQ~Kt3  ' 


KtxP 
KtxKt 


11 


PxKt         12 


Kt— B3 
B-Kts-     4 


B-B4? 


5— R3+  D2  ilQ— O— O— 


ch. 

19K-Qsg.?        , 
i"Kt— KKts        J 

•1  QR— Ksq-?   D  4  gKtXKt? 
1  UKTvpTvi  1  UKt— B^ 


BxBch.  10    14P-B3 

llp_QR4 


—  K2 


14 


KtXP  ch. 
K— B2 

QXR 

and  wins.     9 


QKt-B  sq. 

AUB-KS 


.  .QxKtP? 
14QR_Ktsq. 


Q-R6 


14 


P— KKt4+13 


Column 


Move  II 

BLACK. 


.B—  R3. 


Column  4.     Move  12  R — K 

BLACK. 


"1 


M 


j^l 

ps^ ^ 


WHITE. 


WHITE. 


T11K  RIJY  LOl'l./. 


Col.  i.— 4  P— Q4,  4PXP,  5  QXP  (or,  5  KtxP,  5  B— Q2  ;  even  game,)  leads  to  a  variation  of 
Philidor's  defence,  for  which  compare  Col.  2,  p.  2.  Or  if  4  BxKt.  ch.,  4  PxB  ;  See  Illustrative 
game  between  Anderssen  and  Suhle,  and  our  comments. 

Col.  i . — The  same  position  may  be  arrived  at  in  the  Ponziani.  The  variation  also  resembles  one  aris- 
ing from  a  variation  in  the  Hamppe  or  Vienna  opening,  the  only  difference  being  that  White  has 
already  played  P — QB3,  and  cannot  bring  his  Kt — QB3-  As  will  be  seen,  this  contributes  strongly 
to  his  having  the  disadvantage,  for  the  most  likely  continuation  is  as  follows  : — 12  P — QB4,  (If  12 
Q— Kts,  12  K— K3  ;  13  PxKt,  13  QxQ  ;  14  BxQ,  14  PXP+)  12. ..  .Q— R4  «*•;  13  P— Kt4, 
(If  13  Kt— 63,  13  K— K3  and  wins.),  13. ..  .QxP  ch.,  14  Kt— O.2,  I4R— Q  sq.;  15  PxKt  ch.,  15  K 
— K3  +  .  If  ii ...  .K— K3  ;  12  BxKt,  12  PxB;  13  Q— K8  ch.,  draws  at  least. 


3.  Col.  2.— Or  7  KtXP,  7  B— Q2,  even  game. 

4.  Col.  2.— If  ii  KKt— Kts,   ii  P— KR3  ;  12  Kt— K6,  12  QKtXP  ;  13  KtxB,  13  Q— K2  ch.  !  + 


5.  Col.  3. — A  move  recommended  and  adopted  by  Herr Englischof  Vienna. 

6.  Col.  3. — We  consider  this  stronger  now  than  7  P — Q4.       White's  object  ought  to  be  to  avoid   the 

exchange  of  his  KB  for  an  ultimate  attack  at  Kt  3  or  QB2,  and  first  of  all  to  manoeuvre  his  Kt  via  B 
sq.  to  K3.  He  will  have  his  minor  pieces  available  on  both  wings,  while  Black's  KB  is  confined  on 
the  K's  side  and  of  little  use. 

7.  Col.  3. — Black  might  now  try  to  get  rid  of  his  useless  B  by  7 B— R3,  but  after  8  Kt — B  sq.,  8 

B+B;  9  QxB,  Black's  K  side  remains  weak. 

8.  Col.  3. — White  has  a  little  advantage  on  the  grounds  stated  in  Note  6. 


.  9.     Col.  4.— For  clearly  15  BxPch.  is  of  no  use,  and  in  reply  to  15  KtXQ,  15  KtXP  ch.   follows  with 

the  exchange  ahead. 


10.     Col.  5.— Or,  ii  B— K2,  ii  KtxKt;  12  BxKt,  12  P— QR4,  even  game,    for  if  13  P— QR3,  13  P— 
QR5,  etc. 


11.  Col.  6.— If  8....PXP;  9  BxKt,  9  BxB;  10  KtXP;  10  BxP;  ii  Q— R4  ch.,  ii   6—63;  12  KtX 

B,  12  Q— Q2;  13  Kt— B4,  13  QxKt;  14  QXQ  ch.,  I4PXQ;  15  Kt— RS  +  . 

12.  Col.  6.— Best.     For  if  ii BxB;  12  KtxBP,  12  KxKt;  13  Q— Kt3  ch.  and  wins. 

13.  Col.  6. — White  has  a  strong  attack  against  the  K's  side.     See  Illustrative  Game. 


THE  RUY  LOPEZ. 


jP—  K4                               oKKt—  B3                           ofi- 

7 

0 

AP—  K4 

8 

^QKt—  63                             U 

9              10               11 

q 

12 

"Kt—  63 

,P-Q3 

ji 

"P—  QR3     2O 
,B-R4        21     J                             |                             t 

*Kt-K2? 
_B—  QB4! 

*B—  64? 
14    -P—  83         17 

rP~Q3 

•*P—  QKt4    24    tP—  KKt3 
-B—  Kts               -P—  Q4 

•*KKt—  K2 
rP-Q4 

30 

Kt-Kt5 

15    Og_K2 
pO-0 

OB—  B4 

OB—  Kt2               5pxp 
pO—  O          25     fiKtxP 

OpxP 

bp_Q4 
7PXP 

Oo-o 

6p-QKt4 
7B—  B2 

OP—  KKt3    26    "B—  Kt2 
P-Q3                 7KtXKt 

KtxKt 

7QxKt 

'KtXP 

'B—  Kts       18 

/P-Q4 
n?XP 

/B—  Kt2       27     'KtPxKt 
Kt-Kts             fiO-0 

'P—  QKt4 

gKtXB 

qKtxP 

"KtxP 
Q0—  0       22 

"Kt—  R3               °Kt—  K2 
nP—  063   D         nP—  QB3 

8p_Q3 

31 

nKt-B3 

.  ^KtxQBP 

"O—  O        23 

JO—  O         28    "O—  O 
nP-KB4+         1  nB-K3+  D 

SB-KS 

32 

.B-Q2  + 

16    !UQXP 
HKt-Kt4 

KtxKt 

29 

1 

iAP—  64 
•?Kt-B2+    19, 

llB-Q3 

IL 

lxPch.+ 

Column  10.     Move  9.     P — QB3. 

BLACK. 


Column  n.     Move  10.     B — Kj. 

BLACK. 


WHITE. 


Till-:  KUV  LOPEZ.  9 

14.  Col.  7.— White  dare  not  capture  the  P,  on  account  of  5 P— QBj  followed  by  <t>-K4  ch.,  win- 

ning  a  piece.      But  he  obtains,  by  the  move  we  recommend,  an  attack  like  that  in  the  Two 
Knights'  Defence,  with  the  advantage  of  a  move  ahead. 

15.  Col.  7.— Or  5 .... P-B3 ;  6  Kt-B3,  6  Kt-Kt  3  ;  7  P-KR4,  7  P— KR4 ;  8  P— 0.4,  8  B -Kts ;  9  P 

XP,  9KtXP;  10  Q— Q4+. 

16.  Col.  7.— If  10. . .  .Kt— Qs;  n  Q— RS  ch.,  II  K— Q2;  12  KtXKt,  12  PxKt;  13  BxP,  13  KtxP  ch.; 

14  K— Qsq.,  HKtxR;  15  Q— 65  ch.,  15  K— Q3;  16  Q— K6ch.,  16  K— B4;  17  B-K3  ch.,  17  K— 
Kt4;  (or  17. . .  .K— Kt  5;  18  B— O.2  ch.,  18  K— 64;  igExP,  and  wins)  18  B—  64  ch.,  18  K— RS; 

(or— 18 K— R4;  19  B— Q2  ch.,  196— Kt  5;  20  QxP  ch.,    and  wins)  19  QxP,  19?— B3;  20 

P— Kt3  ch.,  20 K— Kt5;  21  B— Q2  ch.,  21  K— R6;  22  B— B  sq.  ch.,  22  K— Kt  5;  23  P— R3  Mate. 


Col.  8. — It  would  not  do  to  play  5  BxKt,  5  QPxB;  6  KtxP,  on  account  of  6 Q — Q5  (better 

than  6.... BXP  ch.);  7  B— K3,    7  QxKt;  8  P— 0.4,  8  QxKP;  9  PxB,  gQxKtP;   with  a  pawn 
ahead  and  a  fine  attack. 

Col.  8.— Black  would  get  a  bad  game  after  17 PxP;  18  PxP,  18  B— Kt3;  19  P— KS,  19  Kt— 

Q4  (or,   19  Kt— KS;   20  P— Q  5  etc.)  20  Kt— 63,  20  KtXKt;  21  PxKt,  threatening  B— Kt5,  etc. 

Col.  8. — For  continuation  see  illustrative  game  between  the  author  and  Mr.  Rosenthal. 


Col.  9. — On  principle  this  ought  to  be  disadvantageous,  as  it  drives  the  B  where  he  wants  to  go. 

21.  Col.  9.— White  would  gain  nothing  by  4  BxKt,  4  QPXB;  5  KtxP,  5  Q— Q.5,  etc. 

22.  Col.  9. — Up  to  this  point  the  moves  are  from  two  match  games  between  Anderssen  (White)  and 
Morphy  (Black).     The  former  played  here  9  P — KR3,  and  the  latter  also  replied  9  P— KR3-     We 
consider  both  these  moves  useless. 

23.  Col  9.— If  9 QB— Kt5;  10  P— KR3,    10  BxKt;  (or  10 B— R4;  11  P— KKt  4,  u  B— KKt3; 

12  R— K  sq.  +  )  II  QxB,  ii  O — O;  12  Kt — Q2,  with  the  better  game. 


Col.  10. — A  defence  undertaken  by  Paulsen  against  Anderssen. 

Col.  io.— If  6  P— Q4,  6  KtxP;  7  KtXKt,  (or,  7  KtxP,  7  KtxB;  8  RPxKt,  8  Q— K2+)  7  PxKt; 
8  QxP,  8  P— QB4;  9  Q— K$  ch.,  9  Q— K2;  io.QxQ  ch.,  io  KtxQ +. 

Col.  io.— Or,  6 B— 64,  7  KtxP,  etc.:— Or,  6 Kt— 63;  7  Kt— Kt  5,  etc. 

Col.  io.— If  7. . .  .P— KR3;  8  P-QR4,  8  Kt— B3;  9  Q— K2+. 
Col.  io.— Or,  9 P— KB3;  io  Kt— KR3,  etc. 


29.     Col.  ii.— Should  Black  try  to  relieve  his  KKt  by  io P— KB4;  the  best  answer  is  11  P— 63, 

for  if  Black  exchange  Pawns  and  Rooks  the  game  is  still  more  in  White's  favor. 


Col.  12. — This  attack  has  been  invariably  played  by  the  opponents  of  the  author,  who  (i.  e.,  the 
author),  for  a  long  time  favored  the  defence  initiated  by  the  previous  move,  viz.,  4. . .  .KKt — K2. 
But  we  believe  that  White  will  get  the  best  of  the  position  by  managing  the  attack  on  the  Giuoco 
Piano  principle,  which  we  recommend  in  all  variations  in  which  Black's  KB  is  confined.  He  ought 
to  proceed  with  5  P— 63,  5  P— Oj;  6  P— O.4,  6  B— O.2;  7  B— B2,  etc. 

Col.  12.— Threatening  to  win  a  piece  by  P — 64,  followed  by  P— 65. 

Col.  12.— Much  better  than  9 P — QB4,  which  leaves  the  QP  weak. 

*3 


10 


THE  RUY  LOPEZ. 


P-K4 

n 

KKt—  63 

qB—  Kt5                           JB-R4 

IP—  K/j. 

13 

rP  —  Q.3 

14 

RBxKt  ch. 

QKt—  63 

15 

cKt-B3      37 

JP-QR3 

16 

0-0 

**Kt- 

17 

18 

vp  —  Q3 

&B-K2 
pB—  Kt3      38 

B—  B4        40 
RKtXP 

B—  Kt5 
pO-0 

"P—  KKt3   33 
1?P-Q4?      34 

P-KR3 

p-S 

bo-o 

UKtxKt       41 
I/P-Q4 

"0-0 
7Kt-Q5 

'P—  QKt4 
flB-B2 

'P—  Kt3 
nKt-B3 

?B-Kt5 
pB—  K3 

^QPXB 
pKtxP 

/B—  Q3        42 

fio—  o 

'B—  B4 

UPXP           35 

qPxP 

UP—  B4 
qB-K3 

°BxKt 

°KtxP 
QKtxKt 

QP-B4 

"QKtxP 
QKKtxKt 

nP—  K5 

OR—  QKt  sq. 
.  nP—  QKt3 

PXP 

mBxP 

,  pKtxKBP 

"Kt—  65  ! 

inp"K5 

"KtxKt 
.  nKt-B5       44 

0—0- 

11>B—  KKt2 

Qxtt 

HR-Ksq.     D 

1UB-K2 

llJKt  K2 
.  .  B—  KKt5 

Up—  KR3 
,  9P—  KKt4 

Ho—  O         39 

11 

HBXP 

Up—  KB3 

.  9B—  Kt3  ch. 

l"Kt—  Ktsq. 

o—  o—  o 

l"Kt—  Q2—    D 
.  0P—  QB3— 

Q-Q3- 

1"K—  Rsq. 
-1  nB—  K3 

1  UTTf      TT^ 

XVL  JV^ 

..Kt-K, 

10 

lup_KKt3—  43 

10p_Q3  D  45 

Column  1 6.     Move  n. 

BLACK. 


....R— Ksq. 


Column  18.     Move  13 P — Oj. 

BLACK. 


WHITE. 


T11K  KUV  LOPEZ.  n 


Col.  13.— In  the  match  by  correspondence  between  Paris  and  Vienna,  the  latter  played  here,  6 

B— K2;  and  the  game  continued  7  QKt— Q2,  7  O— O;  8  Kt— B  sq.,  8  Kt— Q2;  9  B—Kj,  9  P— 
64;  10  PxP,  10  RXP;  ii  B— Kt  3  ch.,  n  K— R  sq.;  12  P— KR4-  We  consider  this  defence  as 

good  as  any  other  in  this  opening,  but  we  would  decidedly  give  the  preference  to  8 Kt— K  sq.; 

instead  of  8 Kt— Q2. 

Col.  13.— As  usual,  we  prefer  QKt— Q2,  followed  by  Kt— B  sq.  and  Kt— K3. 

Col.  13. — In  the  London  tournament  (1883)  occurred  here  between  the  author  (White)  and  Mr. 
Zukcrtort,  8....QB— Kt2;  9  P— Q5,  9  Kt— K2;  10  P— QR4,  10  PxP;  "  BxP  ch.,  u  Kt— Q2; 
12  P — KR4.  Though  White  ultimately  lost  the  game  by  weak  play,  we  have  no  doubt  that  he  has 
the  superior  position  at  this  juncture,  owing  to  the  weakness  of  Black's  QRP  and  QBP. 


36.  Col.  14.— Black  threatens  now  Kt — Q5,  and  has  altogether  the  superior  game.  The  above  moves 
occurred  first  in  a  game  between  Prof.  Anderssen  (White)  and  the  author  in  the  Vienna  tournament 
of  1873. 


Col.  15. — This  variation  is  arrived  at  by  a  transposition  of  moves  in  the  Four  Knights'  Game. 

Col.  15.—  Some  authors  recommend  6  P— Q3,  6  P— QKt4;  7  B— Kt3,  7  P— Q3;  8  P— KR3?  We 
think  there  is  no  objection  to  this  line  of  play,  excepting  that  we  would  substitute  8  Kt — K2.  The 
move  we  advocate  is  necessary,  if  White  wants  to  open  the  game  by  P — Q4.  He  cannot  well  do  so 
at  present,  for  after  6  P— Q4,  6  PxP;  7  KtxP,  7  KtxKt;  8  QxKt,  8  P— QKt4,  Black  will  win  a 
piece,  since  if  9  B— Kt3,  9  P— QB4,  followed  by  P— 65,  etc. 

Col.  15.—  If  n ...  .P— 64 ;  12  Q— 64,  12  O— O  ;  13  P— QR4,  etc. 


40.  Col.  17. — A  dangerous  move  to  deal  with  in  practical  play. 

41.  Col.  17.— If  6. . .  .BxP  ch. ;  7  KxB,   7  KtxKt ;  8  P— Q4,  8  KKt— Kt5  ch. ;  (or  8. . .  .QKt— Kt$ 

ch.;  9K— Ktsq.,9?— QKt4;  ioB— Kt3,  10  P— Q3  ;  u  P— KR3  +  ),  9  K— Kt  sq.,  9  Q— RS  ; 
10  P— KKt3,  10  Q— 63;  ii  Q— K2,  n  Kt— B6  ch.;  (or  n. , .  ,Q— QKt3  ;  12  K— Kt2)  12  K— 
Kt2,  i2QKtxRP;  13  Kt— Q5  +  . 

42.  Col.  17.— Better  than  7. . .  .B— Kt$  ;  8  PxKt,  8  KtX?  ;  9  Q— Q4,  9  KtxKt ;  10  PxKt,   10  B— K 
2  ;  u  Q— KKt4+,  for  if  Black  castle,  there  follows  B— R6,  etc. 

43.  Col.  17.— Not  13 P— QKt 4;  to  which  White  would  effectually  reply  14  P— QR4-      Now  the 

positions  are  even,  although  by  any  other  move  than  9 Kt— 65,    Black  gets  the  worst  of  the 

game,  as  proved  in  an  analysis  by  Prof.  Berger,  which  we  see  quoted  in  Salvioli's  work,  and  which 
we  believe  appeared  first  in  the  Schachzeitung. 


44.  Col.  18.— If  10  Kt— Kt3,  10  Kt— Kt3  ;  ii  KtxB,  n  P— Q3+ 

45.  Col.  18.— This  variation  occurred  between  Blackburne  (White)  and  Zukertort  in  the  Paris  tourna- 
ment of  1878- 


12 


THE  RUY  LOPEZ. 


.P—  K^ 

KKt-B3 

QB-Kt5                            .B-R4 

IP—  K4 

19 

-0—  O 

"QKt—  B3 

20              21 

rP-Q4 

UP—  QR3                         ^Kt-B3 

22              23              24 

Q-K2 

RP-Q4 

Dpxp           54 
0-0 

P-Ks 

Op_Q3                       Op_  QKt4 

Op—  QKt4   46 
,_B—  Kt3      47 

OB—  K2 

Ol/'*        ~lf  r 

vivt  —  -iv^ 

7o-o 

Op—  KKt3            OB—  Kt2      59    OB—  K2? 
-P—  QB3              i7p—  Q3                 i7p—  QR4 

'P—  Q4! 
pPXP           48 

'Kt-K5 
pKtxP 

'Kt—  B4! 
pBxKt 

/B-Kt2                'B-B4                 'P-Kt5       61 
0QKt-Q2            RP-B3                 np~Q4 

"Kt-K2!    49 
QR—  K  sq.    5O 

"O—  0!        55 
Kt-B5 

OQPXB 

QKtxP 

0O—  O                   °O—  O                   °PXP           62 

«KKt-QB4  51 

nK*-Q4 

OP-Q4! 
.0PXP  in  passing. 

,  .BxKt—     56 

"B—  K2 
4  nQKt-B3 

«R—  Ksq=58    "P—  Q3                "Kt—  Kt5 
4  nKt-R4+6O  D  ,,  nQ—  K4+      D 

OKI—  K3    52  • 

1U0-0 

10                          10 

1P_QB4+    53  I 

1  IP—  KB3 
1?PX? 

<0Q-K2 

—  Kt3      57 


Column  23.      Move  10  Kt — R4. 

BLACK. 





Column  24.     Move  10  Q— K4. 

BLACK. 


• 

m%""*  w/m       w/m  f  % 


WHITE. 


WHITE. 


THE  KUY  LUPLZ.  13 

Col.  19.— If  6. . .  .PXP;  7  R— K  sq.,  7  P— KB4;  (7. . .  .P— Q4  is  obviously  worse,  as  White  equally 
replies  KtxP,  and  must  win  a  piece  ultimately  by  P— KB3)  8  KtXP,  8  KtXKt;  9  QxKt-f .  Sal- 
violi  also  points  out  the  main  play  of  the  following  attack,  if  in  lieu  of  the  text  move  Black  play  6 
. . .  .P— Q4;  ?  viz.:  7  KtXP,  7  B— Q2;  8  KtxP,  8  KxKt;  9  Q— RS  ch.,  9  K-Ky,  10  Kt-B3,  10 
KtXKt;  (or  10. . .  .Kt— K2;  11  KtxKt,  n  BxB;— if  PxKt  thevanswer  B— Ktj  ch.,  followed  by 
Q— 65  ch.  or  Kt5  ch.  mates— 12  Kt— B$  ch.,  12  K— Q3;  13  KtXP  ch.  and  wins)  n  PxKt,  n  P— 
KKt3;  12  R— K  sq.  ch.,  12  K— 62;  (or  12. . .  .K— 83;  13  QxQP,  etc.);  I3QXQP  ch.,  13  K— Kt2; 
14  QB— KtS,  14  Q— B  sq.!;  15  B— QKt3,  15  B— K  sq.;  16  R— K7  ch.  and  wins. 

Col.  19.— Should  White  attempt  7  KtxP,  the  best  answer  is  7. . .  .KtXKt  (not  7. . .  .PxB;  8  KtX 

Kt  followed  by  R— K  sq.  +  )  8  PxKt,  8  Kt— 64;  9  B— Kt3,  9  KtxB;  10  RPxKt,  10  B— Kt2,  etc. 

,> 
Col.  .19 — Tschigorin  played  here  P— QR4  against  Rosenthal  in  the  London  tournament. 

Col.  19. — We  consider  this  move,  which  was  first  adopted  by  Anderssen,  as  best,  for  it  removes  a 
loose  piece  into  security  and  opens  the  advance  of  P — QB3,  (eventually,  but  only  in  rare  cases,  P — 

QB4  might  be  ventured  for  Black.     If  8 B— K3;  Salvioli  rightly  recommends  9  P — 963,   and 

we  find  that  this  strong  move  might  lead  to  the  following  continuation,  9.  . .  .B — K2;  10  B — 62,  10 
Kt-B4;  n  Kt— Q4,  11  KtXP;?  12  P— KB4,  12  Kt— 65;  13  Kt— B6,  13  Q— Q3;  14  KtxB,  14  K 
XKt;  15  P— 65,  15  B— B  sq.  best;  16  P— QKt3,  16  Kt— Kt3;  17  Q— Q4,  17  P— KB3;  18  P— QR4, 
18  PXP;  19  B— QR3,  19  QKt— Q2;  20  P— QKt4,  20  Kt— Kt2;  21  R— K  sq.  ch.,  21  K— Q  sq,;  22 
R — K6  and  wins. 

Col.  19.— Threatening  RxKt,  followed  by  BX?  ch.,  and  much  stronger,  we  think,  than  B— K3. 
If9Kt— Kts,  9  KtXKt;  10  BxKt,  loP— QB3;  n  P— QR4,  "  B— KS;  12  PxP,  12  RPxP;  13 
RXR,  13  QXR;  14  P— QB3,  14  P— KR3,  we  slightly  prefer  Black. 

Col.  19. — None  of  the  moves  of  the  B  are  satisfactory  in  our  opinion,  as  the  B  not  only  ought  to  be 
reserved,  but  ought  to  be  kept  in  communication  with  both  wings.  If,  for  instance,  9. . .  .B — Kt5; 
10  P— KR3,  10  B— R4;  (10 BxKt;  11  QxB  is  obviously  worse  for  Black)  11  P— KKt4,  fol- 
lowed by  Kt— R4  and  P— KB4. 

Col.  19. — We  consider  this  better  than  KtxB. 
Col.  19.— Followed  by  Kt— QB2  and  B— K3. 


Col.  20.— 5 QKtxP  is  obviously  disadvantageous,  as  White  replies  6  KtXKt,6  PxKt;  7  P— KS, 

7  Kt— KS;  8  QXP,  8  Kt— 64;  9  B— Kt3,  9  KtxB;  10  RPxKt,  10  B— K2;  u  6—64  with  the 
superior  game. 

Col.  20. — 7. . .  .KtXKt  leads  by  a  transposition  of  moves  to  the  position  in  our  last  note.     If  7. ... 
Kt— 64;  8  Kt— 65,  8  O— O!;  (or  8. . .  .KtxB?;  9  KtXP  ch.,  9  K— B  sq.;  10  B— R6,  10  K— Kt 

sq.;  ii  Kt— 65,  n  KtxKP;  12  R— K  sq.,  12  P— Q3;  (or  12 P— KB3;  13  Q— Q5  ch.  +  )  13  R 

XKt  and  wins)  9  BxKt,  9  KtPxB;  10  KtxB  ch.,  10  QxKt;  u  P— KB4.     White  has   slightly 
the  better  game. 

Col.  20. — Or  ii  PxB,  ii  QKtXP,  with  the  superior  development. 


57.     Col.  21.— This  variation  is  from  Salvioli,  with  whom  we  agree  that  the  attack  has  passed  over  to 
Black's  side. 


58.     Col.  22.— White  having  moved  5Q— K2  was  a  loss  of  time,  and  Black's  last  move  neutralizes  the 
attack,  for  he  threatens  now  P — Q4,  etc. 


Col.  23.— To  provide  against  the  adverse  advance  of  P— QR4.      If  6 6—64;  7  P— QR4,  7  QR 

— Kt  sq.;  8  PxP,  8  PxP;  9  QKt— 63,  9  P-Q3;  10  QKtxP,  10  QB— KKt$;  ii  B— R4+. 

Col.  23. — Black  has  a  weak  spot  at  KB4.  B— B  sq.  is  now  of  little  use,  as  White  answers  K— R 
sq.,  followed  by  P— KKt3  and  P— KB4.  And  if  10. . .  .P— KKt3;  u  B— R6,  u  R— Ksq.;  12 
P— KKt3,  I2  QKt— R4;  13  B— B2,  13  P— QKt5;  14  Kt— Q2,  with  the  superior  game. 


61.  Col.  24.— Or  7 ....  QR— Kt  sq. ;  8  PxP,  8  PxP ;  9  QKt— 63,  9  P— Kts ;  Io  Kt~ Q 5  +  • 

62.  Col.  24.— If  8 P— Q3J  9  Q— B4  and  wins. 


THE  RUY  LOPEZ. 


] 

25 

.o—  o 

,P-K4 

9KKt—  63                              QB—  Kt5 

Lp-K4 

26 

"QKt—  63 

27              28 

.0-0                   J0—  0 

"Kt—  63 

29 

D 

30 

^KtxP         63 

^B—  B4 

-R-K  sq. 

•*PxP          76 
,-O—  O 

"B—  K2 
Q-K2 

P—  QR3 
pBxKt 

KtXP 

pKtXP 

"B—  K2  ! 

bKt-Q3 

DQPXB 

,-R—  Ksq.    66 

JA-t  -^3 

"KtXKt 
7RxKt  ch. 

OB—  K2  : 

7BxKt         73 

"Kt—  KS 

'KtPxB      64 

'Kt—  Q3      67 
pKtXP 

'B—  K2 
pPxP 

'B—  K2 
jjKt-B3 

'QPXB 
pQ—  K2 

'O—  O 
pKt-B5 

Kt—  Kt2 
nKt-Q4 

OB—  K2 

Q-K2 

QR-Q  sq. 

KtXB! 

QP-Q3        74 

Op-Q4 
QKtxB  ch. 

"0-0 
1  nR-Q  sq. 

"B—  K3 

"Kt—  Kt3 

"O  —  O 
,  nKtxB  ch. 

"Kt—  B4      75 
,nKt-Q2 

r^B 

lUQ_Ksq.    65 
Kt-QB3- 

HQKt-Q2+68, 

.Kt-Q4 

lUK-Rsq. 
.  .  Q—  RS       7O  , 

MP-QB3 

PXKtB3 

llp_B3_ 

11 

llB-Kt2 

lip—  KKt3    71- 
6919Q—  R6         D, 

HR—  Ksq. 
•  .Kt-K4- 

HQ  —  Kt3  ch. 
-j  nK~  R  scl' 

12 

l^P—  KB3     72 

K^BS 

1"K—  Ktsq. 

UJX^  jA.t~p 


B-KtS- 

Col.  28.     Move  12.     Q— R6. 

BLACK. 


m  • 

'  • 


jm.  *  am. 

/,-. 


Col.  30.     Move  I4     P— Q5- 

BLACK. 


WHITE. 


WHITE. 


1  Hi:  RUY  LOPEZ. 


63.  Col.  25.-Or4.  . .  .B-K2;?  5  Kt— B3,  5  P-Q3  ;  6  P-Q4,  6  PxP;  7  KtXP,  7  B— Q2  ;  8  KtxKt, 
8  PxKt  ;  9  B-Q3+ 

64.  Col.  25.- -Best.     If  7.  . .  .QPxB  ;  8  PxP,  8  Kt— B4  ;    9  R— Q  Sq.  9  B— Q2  ;  loP— K6, 

1 1  Kt — K5  and  wins. 

65.  Col.  25.— Of  course  necessary  as  White  threatens  KtxBP. 


Col.  26.  — In  the  London  tournament,  1883,  Winawer  continued  here  against  Zukertort  7  Q — K2» 
7  QB— KB4  ;  8  P— KKt4,  8  B— Kt3  ;  9  P— KR4,  9Q— Q2  ;  10  KtXP,  loQxKP  ;  u  KKt— KB3, 
ii  Q— Q2  ;  12  Kt— Kt5,  12  Q— K2  ;  I3  R— Ksq.,  I3  O— O— O  !  + 

Col.  26.— 7 B— B4  or P— KB4  are  obviously  bad  on  accourt  of  the  reply  KtxP;  and  if 

7. . .  .Kt— B3  ;  8  KtXP,  8  B— K3  ;  9  Q— K2  (threatening  KtxKBP)  9. . .  .B— K2  ;  10  Kt— B3  + 

Col.  26. — The  position  is  very  similar  to  one  in  the  I2th  game  of  the  last  match  between  Steinitz  and 
Zukertort,  the  difference  being  that  White  in  the  present  variation  is  ahead  in  the  development 
while  Black  has  advanced  P— QR3. 


Col.  27. — From  a  game  between  Winawer  and  Heilpern  (Salvioli.) 


70.  Col.  28.— Threatening  QxRP  ch.  followed  by  R— R$  mate. 

71.  Col.  28.— If  ii P— KR3,  12  P— Q4,  (threatening  BxRP)  12  K— R2  ;  I3  Kt— 65  and  wins. 

72.  Col.  28.— There  is  nothing  better.    If,  for  instance,  12 P— Q3  ;  I3  R— R$,  I3  PxR  ;  I4  Q— B6 


mate. 


73.  Col.  29.— Or  7  B— Q3,  7  O— O ;  8  QKt— B3  ;  8  KtxKt,  9  RxKt,  9  P— QB3  ;  10  P— QKt3,  10 
Kt — K  sq.,  even  game. 

74.  Col.  29.— Better,  we  think,  than  9  P—  Q4  which  would  give  White  an  earlier  opportunity  of  dissolv- 
ing his  doubled  P  by  P — QB4  after  Kt— KB4  and  O— O. 

75.  Col.  29.— Necessary,  for  if  9 O— O  ;  10  KtxKBP  and  wins. 


Col.  3o.— Black  may  also  play  4. . .  .QKtXP  ;  5  KtxKt,  5  PxKt ;  6P— KS,  6P— QB3  ;  7  O— O, 
7  PXB  ;  8B— Kt5,  8  B— K2 ;  9  PxKt,  9  BX?  ;  10  R— K  sq.  ch.,  10  K— B  sq.;  ii  BxB,  ii 
QXB  ;  12  P-QB3,  12  P-Q4  ;  15  PxP,  13  B-K3  ;  i4  Kt-B3, 14  P-QR3  ;  15  R-Ks,  15  R— 
Qsq.;  i6Q— Kt3,  (so  far  this  variation  was  played  between  Morphy  and  Anderssen  and  the  lat- 
ter now  played  16 Q— K2)  16 P— KKt3  ;  and  we  think  Black  ought  to  maintain  the  P  with 

the  superior  game,  for  if^KtxP.  *7  RXKt ;  18  RxR,  18  K— Kt2  ;  19  R— Q6,  19  BxQ,  fol- 
lowed soon  by  R— QB  sq.  with  the  superior  game. 

Col.  3o.— Continuation  15  BxKtf  15  QxB  ;  16  QXP,  16  R— K  sq.;  17  Q— 62,  176— Kt5  fol- 
lowed by  B— R4,  and  QxP  (Salvioli). 


1 6 


P-K4 


—  K4 


THE  RUY  LOPEZ. 

0KKt-B3 
-B3 


Kt— 


4 


31 

KtXKt     , 
PXKt 

0-0 


32 


4B— R4        78     pB— B4 

DP__KU? 


t— B3       79     °P— Kt4? 
— Ksq.  !80     nP— Q3 


'  B— B4         81     '  Q— QB4 
nP-QKt4 


8*— -"O 
Kt-Q4 

B--Kt2_ 
"Kt— Kt3 

P-Q3 


uQ-Kt3 
qBxp  ch. 


lOo-o 

nlvt Y 
P=(S 


13 


33 


34 


P—  KR4 


UP— QB3 

7B-R4 

'Kt— B3 


Kt— Q4      84    UQ— R4 


35 


36 


—  B4 


r 
" 


KtxKt  ch. 
QXKt 


UQ_RS  UQ_K2 

7Kt-Q2  7B-Kt5  7Q-Kt; 

'Kt— B3  'B-Kt5ch.?86  'O— O 

nKt-B3  nP-B3  nQxKP 


—  K2      88 


"Kt— Kt3 

nQ-R5  ch.  nKt-Q2+ 

iUP_Kt3       82lu~ 

HQ-Qs_ch_ 
AiK-Kt2 


passing.    ,  »QXR 
*«Kt— K2 


Kt-K4+ 


15 


QXP+       83 


85 


KB-B4 


luKt— Kt3 
MKt-Kts 


BXQ 


'p-Q4        r 

,O— O          83 


is.  ch.        °P— QR4 


BxB 


PXR  queening. 
Q-QB5       D 


10 


PXP+ 


—  B  sq. 


12 


K-K2  wins  87 


14 


—  KR3 

Kt-K4+ 


Column  55.     Move  n.     Q — 65. 

BLACK. 


u 


& 


Column  36.     Move  8 P— Q4. 

BLACK. 


i  HP  i 

*  %*^  * 


«i    m    * 

&, 


T11K  RUV  LOl'EZ. 


'7 


Col.  31.— If6B— B4,  6  Kt— B3  ;  7  P— Q3,  7  P— Q4  ;  8PXP,  8  KtxP  ;  9  Kt— Q2, 9  B-K2 ;  10 
Kt— K4,  (or  10  Kt— 63,  loKt— Kt3;  etc.,)  10  O— O  even  game. 

Col.  31.—  Or  6. . .  .B— B4  ;  7  P-Qs,  7  Kt— K2  ;  (7. . .  .Kt— 83  ;  8  P— K$,  8  Kt-Q4  ;  9  B— Kt3 
leads  to  a  similar  line  of  play  as  in  the  main  variation  in  favor  of  White)  8  Q — RS,  8  P— Q4  ;  9 
Kt-Q2+ 

Col.  31.— It  would  not  be  good  play  to  advance  P — K5  at  once  as  Black  after  Kt — K5  threatens  to 
attack  the  B  by  Kt— QB4.  Nor  is  7  P— QB3,  7  P— Q4  ;  8  P— KS,  8  Kt— Q2  ;  9  PXP,9  Q— Kt3; 
favorable  for  White  who  cannot  support  the  QP  by  10  Q— KKt4  on  account  of  10  KtxKP. 

Col.  31.— If  7....B— K2;  8  P— KS,  8  Kt— Q4  ;  9  Q— Kt4+ 


82.     Col.  32.— There  is  nothing  better.     If  9 K— K2  ;    loB— Kt5  ch.,   10  K— Q3;  (or  10 Kt— B 

3  ;  n  P— K5)  II  Q— 67  and  wins  ;  for  if  11 Kt— K2  ;  12  BxKt  ch.  and  mates  next  move. 

I.     Col.  32. — This   variation  occurred  in  the  London     tournament  of  1883   between   Englisch  and 
Winower. 


Col.  33.— If  8. . .  .Kt— Kt5  ;  9  P— KR3,  9  KtxKP  ;  jo  R— K  sq.+ 


Col.  34.— Or  9.  . .  .Kt— Kts  ;  10  P— KR3,  10  Kt— R3  ;  11  P— QB3,  11  PxP  ;  12  PXP-f 


86.     Col.  35.— This  loses  soon  by  an  ingenious  process.  But  even  after  7 Kt— 63  ;  8  BxKt,  8 

9  P— KB4,  we  prefer  White. 

"87.     Col.  35. — This  variation  is  the  invention  of  Mr.  G.  E.  Barbier,  and  is  given  in  Lipschutz'  edition  of 
Gossip's  Manual. 


88.     Col. 36. — The  sacrifice  of  the  P  is  not  sound,  but  it  leads  to  interesting  play. 

>.     Col.  36. — In  a  game  between  Mackenzie  and  Bird  in  the  London  tournament  of  1883,  the  former 

played  here  9  P— Q3  and  the  game  proceeded  9 P— QR4;  10  O— O,  10  R— R3  ;  n  PxP, 

ii  R— KKt3  with  a  strong  attack.     It  should  be  noticed  that  if  9  PxP,  gKt— 63  ;  10  BxKt !  10 
PXB  ;  n  O— O,  n  R— K  sq.;  12  Q— Kt3,  12  B— R3;  with  an  excellent  attack. 


18 

37 

P-K4 

THE  RUY  LOPEZ. 
9KKt—  B3                             QB—  Kts 

IP—  K4 

38 

flQKt—  63 

39 

40 

U 

41 

42 

KKt—  K2  9O 
iP—  BS         91 

P—  KKt3 

B—  B4 

P-B4 

_KtxP 

rP-Q4 

^B-Kt2          f     4 
-P-Q4                 . 

KW 

4g_K2     1OO 
-O—  O 

5P~Ks 

pQ  -K2  !      92 

"B—  Q2 
RKB—  QB4 

RPXP                     R 

B—  Kt2 

-B3       101 

Ro-o 

"Q-Q4 

-KtxKt 

-Kt—  R4      95 
7B-Q3 

"QKt—  K.2  97     & 

7°-°             7 

Kt—  B3 

OB-Kt3 
,7P-QR4!D102 

°KKt—  K2 
7P-B3      10! 

'KtxKt       93 
fiP—  Q4 

'Kt—  Kt3 

'P—  QB3              'O—  O 
.B-B4                 gO-0 

'P-QR3 
B-B4 

'PXP 

nQ~Kt3          I 

OB—  KB4 

Kt-Q2 

P-QKt4 

gPxP                  g 

Kt—  K2 
B—  B4 

"Kt-Qsq.  103 

QBXP        10< 

DO—  o—  o 

.  pKt-B4 

"Kt—  Kt2 
.  nB—  R6 

.  pB—  Kts  ch-       4  n 

PXP 

"B—  R2 
1f)Q-Kt3 

bp_QR3   10^ 
,  .Kt—  Kts 

.  .B—  KB4+ 

.  ,P—  QR4+  96 

IUB_  Q2      98  lu 

BxBch.            .. 

KtxKt 

lUpxP 
11PXP 

1"R—  Esq. 
MB-B4+ 

11 

11 

Kt-K5+  99  ,„ 

BxKt 

l^Kt—  B2 

12Kt~B3 

11 

IL                    IL 
19 

P-B3- 

,nP-KS  + 

—  Kt3— 


Column  41.     Move  7.    P — QR4. 

BLACK. 


Column  42.     Move  8.     Q — Kt3- 
BLACK. 


WHITE. 


THE  KUY  LOPEZ. 


90      Col.  37.— A  defense  adopted  by  Steinitz  against  Blackburne  in  the  Vienna  tournament  of  1873. 

91.  Col.  37.— We  consider  this  stronger  than  the  continuation  4  P— Q4,  4  PxP  ;  5  KtXP,  5  KtxKt  ;  6 

QXKt,  6  Kt— B3  ;  7  Q— Q5,  7  B-K2  ;  8  Kt-B3,  8  O— O,  (not8. . .  .B-B3  as  played  by  Steinitz 

in  the  above  named  game.  (See  illustrative  games)  9  B — Qz,  9  Q— K  sq.  followed  by  P 03  with  an 

even  game. 

92.  Col.  37.— The  position  would  be  identical  with  a  variation  in  the  Ponziani  opening  if  now  followed 
6  Q— K4,  6  Q— Q4;  etc. 

93.  Col.  37.— Or  7. . .  .PxKt ;  8  B-B4,  8  Q— KB4  ;  9  O—O  (equally  good  is  9  P— O4)  followed  by 

P—  KB3  + 

94.  Col.  37. — Of  Course  the  Black  dare  not  take  the  B  on  account  of  Kt — Q6  ch. 


95.  Col.  38.— There  is  nothing  better  as  White  threatens  Kt— Kt  5  or  Q— QKt3- 

96.  Col.  38. — Black's  Kt  is  useless  and  his  position  is  much  cramped  otherwise.  If  Black  now  play  n 

P— QB4  ;  White  answers  B— K3  followed  by  QKt— Q2. 


97. .  Col.  39 — Mr.Barnes,the  originator  of  this  defence,  justly  gives  this  as  Black's  best  move  in  his  analy- 
sis published  in  Brentano's  Chess  Monthly . 

98.  Col.  39.— Or  10 Kt— 63  ;  n  B,— K  sq.  ch.,  u  Kt— K2  ;  12  B— Kt5,  12  P— 63  ;  13  QB— KB4+ 

99.  Col.  39 — Black  must  exchange  B  for  Kt  and  then  he  has  an  isolated  P  and  a  hole  on  his  King  side, 

while  his  Q  side  is  also  too  much  exposed  to  allow  his  castling  on  that  side  very  comfortably. 


100.  Col.  41.— If  4.  . .  .KKt— K2  ;  5  O—O,  5  P— Q4,  ?  6  KtXP,  6  PxP  ;  7  KtXP  !     7  KxKt  ;  8  Q— 
R5  ch.,  8  Kt — Kt3  ;   9  QXB+.  This  variation  occurred  between  Golmayo  and  Steinitz  in  their  last 
match  game  of  1888. 

101.  Col.  41. — The  combination  of  the  last  three  moves  of  Black  formed  Boden's  favorite  defense. 

102.  Col.  41.— After    7  Kt— RS,    7  Kt— Q  sq.;    8  Kt— 64,    8  Kt— B2 ;    9    Kt— K3,   9  P— 63  ;     io 
Kt— 65,  io  Q— B  sq.;  n  B— Q3,  n  P— KKt3  ;  followed  by  P— Q3  as  played  in  a  game  between 
Morphy  and  Lowenthall,  Black  obtains  an  even  game.     The  move  in  the  text  obviously  threatens 
BxKt  followed  by  P— R5« 

103.  Col.  41.— If  8 P— Q3  ;  9  P— RS,  9  B— R2,  !  (for  if  BXP,  then  obviously  P— Q5  wins  ;   and  if 

9 KtXP  ;  io  BxKt,  io  RXB  ;  11  RxKt,  u  BxR  ;    12  Q— R4  ch.  and  wins). 


104.  Col.  42.— Or  5 B— Kt5  ch. ;  6  P— 63,  6  PX?  ;  7  O—O,   7  PX?  ;   8  BxP  with  a  strong  attack, 

or  else  6  QKt— Q2,  followed  by  O—O  and  Kt— Kt3- 

105.  Col.  42. — The  safest  plan  for  moderate  players  would  be  7  QKt — Q2  followed  by  Kt— Kt3  and 
R — K  sq.,  or  QB — Kt5,  recovering  the  P  with  the  better  game. 

106.  Col.  42. — White's  position  is  similar  to  that  arising  in  the  Danish  Gambit,  but  we  think  it  is  more 
in  White's  favt&|}han  the  latter  opening. 

107.  Col.  42.— Or  9 Kt— R4  ;  io  Q— 63,   or  if  9 P— Q3;  io  R— Q  sq.,  or  Kt— Kts'. 


20 


P— K4 


1P-K4 

Game  1.  Game  2, 


THE  KUV  LOPEZ. 
KKt-B3 


Game  3, 


Game  4. 


International  Chess 

Magazine, 

March-April  double 

number,  1888. 

J   GOLMAYO 
*    STEINITZ 


International  Chess 
Magazine, 
May,  1888. 


PONCE 
STEINITZ, 


ANDERSSEN 
SUHLE. 


International  Chess 

Magazine, 

April-May,  double 

number,  1886. 

STEINITZ 
ZUKERTORT, 


UP-Q3 
jP-Q4 


—  Q2 
-0 


'KKt— K2   — 
|P-QS          2 

;nftsq- 

P-KKt3 
|QB— KKt5_ 

'B— Kt2 


UP— KR3 

lfl»EK3 


KB4        3 


12 


Q— B  sq.       4 
Kt-R3 

O— O 
Kt— K  sq. 

J-QR4 


A^P— 65 
irB-Q« 

!OK— R2 

1  nKt-Kts 
IDKt— R3 
4  nQxRP 


—  Kt3 


P-QKt4      8 
lOKKtxQP     D 


QXKt(Q5)9 


10 


—  R2 


11 


fltKR— B3     12 
QXKP        13 

^URrR7\— B2 


14 


R—  B3 

White  resigns. 


KtxP 


15 


'— KKt3 


'PXKt 
0KB— QB4  16 

Ofi-Kt2 

9^ 


'Kt— B3 


10 


R-Ksq.    17 


JO— O 

11— B3 

^R— 


18 


-K 


sq 


19 


12 


151= 


Kt  sq.  2O 

>P— KR3 
rR~Q  sq. 
Q— K2 
iBXKt 


QXBP      21 

loP— K6          D 


onK-Ktsg. 
««B— K4        22 


. 

QXQR    23 


K—  Kt2 
Kt-R3      24 


yWhite  resigns.  25 


BxKtch.  26 


'P— KB4     27 

,PXKP 


,Kt— 1 


'-Q4 
,P— K6 


Jfe 

10BXP 
11°B- 

ilR- 


Q-B3 
P-QB4 


28 


zsr 


PXP 


29 


PXP 
Q-RS 


P~B3 
KKtxKP 

PXKt 


17QXB 
1;QXB 
1fiKtxP 
A  Op— 


P— B4?      3O 

19QZ^        31 

KR-Ksg. 
L  UK— B  sq. 
?.KtxP 

QR-Qsg. 
6 /IB— B  sq. 

0Q-QKt4?  32 
^UK-Ktsq.?  33 
njKt-K4 


Q-B4ch. 
tiUKt—  62 


9(yKt-Q6&ffins.D 
»'  34 


SJFT: 


B3 


6 


P— KKt3 
P-Q4 
B— Q2 


B— Kt2 

.PXP 

'QKtxP 
»KtxKt 

'PXKt 

|Q-K2 

'o— o 

P-B3 
•P— QR4 


13 


Kt— B  sq. 

B-K3 

P— KKt4   35 


15 


sq. 


Q_Q2 

B-B2 


i  "P— KR4     36 
j  jjP— Kt5       37 

1'Kt— Ksq. 

18Q_B3 

P-QB4     38 
loKt— Q3      39 


4O 


R—  Rsq.    41 

QR-Bsq. 


42 


28; 

29 


)— K  sq. 
)— KB2     43 

Kt— B  sq. 
B— Ktc      44 


ch. 


U^Kt— 


R2 


nqB-B4 
OOKt_ 


B3      45 


U^K — r$  sq 

35^= 


46 


Q2       47 


t— K2      48 


pxp 


49 


5O 

>  51 


QxR 


KS 
RP 


'Black  resigns.  52 


THE  RUY  LOPEZ.  21 

Golmayo  v.  Steinitz. 

1.  Game  I. — 4 PxP  is  also  good.     It  transposes  the  game  into  a  position  arming  in    I'hilidor's  de- 

fence.   Compare  Col.  13  p.  148 

2.  Game  i. — Though  this  cramps  the  adverse  pieces.   Black  obtains  the  initiative  of  an  attack  against 

the  fixed  KP.    If  6  PxP,.6  PxP  ;  (not  6 KtXP  ;  on  account  of  7  KtXKt,   and   if  7 UxK  ; 

8  KtxBP,  8  KxKt  ;  9  Q-R5  ch.  +  )  7  B--QB4,  then  7. . .  .Kt— B  sq.  with  the  view  of  an 

Kt— Q3  against  the  attack  by  Kt— Kt5  is  the  only  correct  play. 

3.  Hlack  has  evidently  the  best  of  the  game.     For  if  White  answer  PxP  the  P  retakes  with  a  formid- 
able attack. 

4.  Game  i.— B— B  sq.  with  the  object  of  playing  Kt— Q2  was,  we  believe,  better. 

5.  Game  i. — The  subsequent  loose  position  of  his  .Q  and  B  is  fraught  with  danger.      In  such  a  blocked 

situation  freedom  for  his  Q  to  retreat  to  Q2,  if  necessary,  should    have  been  reserved  and,  B  right 
back  to  B  sq.  was  the  proper  move. 

6.  Game  i. — Necessary  for  his  plan  of  breaking  in  at  the  igth  move. 

7.  Game  i. — Whether  or  not  he  takes  this  P,  Black  obtains  a  strong  attack  by  Kt — QB/j. 

8.  Game  I.— Black  threatened  KtxKP  followed  by  BxKt,  or  vice  versa. 

9.  Game  i— If  21  QxB,  21  P— 63  ;  22  Q— 84,  22  P— QKt4  wins  the  Q  at  once. 

10.  Game  i. — Much  better  anyhow  was  KtXB,  though  the  Q  could  not  be  saved,  even  then,  if  Black 

replied  R— K  sq. 

11.  Game  i. — Not  as  correct  as  R — K  sq.,  threatening  R — K3,  and  leaving  White  without  resource. 

12.  Game  I. — After  24. . .  .R — Q  sq.,  White  has  no  other  option  than  to  give  up  the  Q  for  two  pieces, 
commencing  with  PXB. 

13.  Game  i. — PXB  was  still  his  best  plan. 

14.  Game  i  .—White  has  lost  a  Rook  and  yet  cannot  save  the  Q.    If  27  P— KS,  27  R  (R2)— K2  followed 

by  R— K3,  etc. 

Ponce  v.  Steinitz. 

15.  Game  2. — This  may  be  as  safely  played  as  KKt— K2,  adopted  in  the  previous  game. 

16.  Game  2.— If  8  Q— Q4,  Black's  best  answer  is-8 Q— 63. 

17.  Game  2. — A  premature  preparation  for  the  attack  which  leaves  the  R  unprotected,  and  subsequently 

causes  him  embarrassment.     It  was  for  many  purposes  better  to  develop  Kt — 63,  followed  by  B — 
Q2  and  the  other  R— K  sq. 

18.  Game  2. — Still  Kt— 63  was  preferable. 

Game  2.— u KtXP  was  tempting,  for  after  12  QxKt,  12  R— K  sq. ;    13  BxP  ch.,  13  KxB  ;  14 

Q — 63  ch.,  14  K— Ktsq.;  Black  has  the  superiority  of  position.     But  if  White  answered  12  RxKt, 
we  prefer  his  game  after  12 P — Q4  ;  13  R — K  sq.,  13  PXB  ;    14  Kt — R3,  etc. 

,     Game  2. — Always  a  considerable  compensation  for  allowing  his  Pawns  to  be  doubled  in  the  present 
and  similar  openings.     By  compelling    White    to    advance  the  QKtP,    Black  indirectly  obtains 
greater  command  for  his  KB,  which  can  be  easily  unmasked  by  removing  the  Kt  that  now  blocks 
his  action. 
Game  2. — Recovering  his  P  but  subjecting  himself  to  an  irresistible  attack. 

.     Game  2. — Threatening  Q — R4  at  once,  or  after  BxP  ch. 

.  Game2.— If  24QXO,  24RxRch.;  25  Q— B  sq.,  25  BX?  ch.;  26  K— B2,  26  B— Kt6ch.;  and 
wins,  for  White  must  now  capture  the  B,  as  he  would  be  mated  in  two  moves  if  he  retreat  K — 
Ktsq. 

.  Game  2. — This  loses  at  once,  but  even  26  Kt — Q2  would  not  have  saved  the  game  on  account  of 
26 B— 63  ;  27  R— K8,  27  BXP;  28  R— Q  sq.,  28  Q— QB7*  and  wins. 

.     Game  2.— Obviously  Black  wins  the  Kt  now  by  Q— 64  ch. ;  or  if  27  R— Q  B  sq.,  27  B— Kt7. 


Anderssen  v.  Suhle. 

Game  3. — Anderssen  generally  adopted  this  early  exchange,  which,  however,  we  do  not  approve  of. 
Game  3. — A  hazardous  venture  now  that  White  will  be  soon  ready  to  castle,  and  this  alone  makes 
the  counter  gambit  more  dangerous  than  in  a  similar  position  in  the  Philidor  defence. 
Game  3. — A  splendid  move  which  gives  him  an  irresistible  attack,  as  it  forces  a  break  in  Black's 
centre  sooner  or  later. 

Game  3.— So  far  White  has  admirably  conducted  his  attack,  but  we  doubt  the  policy  of  the  sacrifice 

(Continued  on  page  23.) 


22 


THE  KUY  LOPEZ. 


GAME  No.   I. 

Move    19 KtxQP 

BLACK— STEINITZ. 


GAME  No.  2. 

Move   19 P— Kt6. 

BLACK— STEINITZ. 


WHITE — GOLMAYO. 


WHITE— PONCE. 


GAME  No.  3. 

Move  27.     Kt— Q6. 

BLACK — SUHLE. 


GAME  NO.  4. 

Move  39.     Q — 63. 

BLACK — ZUKERTORT. 


WHITE — ANDERSSEN. 


WHITE — STEINITZ. 


THE  RUY  LOPEZ.  23 

(Continued from  page  2 1) . 

which  this  and  the  next  hidden  move  initiated,  and  we  would  have  preferred  the  plain  Q — R5  which 

must  have  recovered  the  P  with  the  superior  game. 

Game  3.— This  effort  to  prevent  the  ch.  of  the  Kt  much  endangers  his"game,  which,  we  believe,  was 

quite  good  enough  after  18 Q— K2  ;  19  Kt— Q6  ch.,    19  K— B  sq. ;  20  KR— K  sq.,  20  B— K3  ; 

21  QR— Q  sq.,  (after  21  RxB,  21  QxR;  White  has  no  discovered  ch.   with  the    Kt  that  would 

much  imperil  Black's  game)  21 Kt— 62  ;  22  RxB,  22  QxR  ;  23  Kt— 65  ch.,  23  K— Kt  sq.; 

and  wins.  For  if  now  24  Kt— K7  ch.,  Black  answers  QxKt,  and  if  RxR  ch.  first,  the  Black 
King  obviously  gains  a  square  for  escape  at  62  after  retaking  with  the  Kt. 

Game  3.— Again  19 Q — K2  was  better  and  might  have  led  to  the  following  continuation  :     20 

KR— K  sq.,  20  B— K3  ;  21  Q— Kt$  ch.,  (or  21  Kt— B6  ch.,  21  K— B2  and  wins)  21  K— 62  ;  22 
KtxP,  22  R— Q3,  etc.,  with  a  defensible  game. 

Game  3. — White  could  have  won  here  at  once  by  23  Kt — K4,  23  Q — K2  ;  (or  23. . .  .BXR  ;  24  RX 
R,  and  wins  either  by  QxB  ch.,  or  R— Q8  ch.  accordingly),  24  Kt— Q6,  24  Q — Q2;  25  Q— 64  ch., 
25  K— Kt  sq. ;  26  Q— Kt5,  26  K— B  sq.  (We  see  nothing  better,  if  QxKt  the  reply  QxR  ch.  is  suf- 
ficient to  win.  If  26 Kt— B2  ;  27  KtxKt,  27  QxR  ;  28  Kt— R6  ch.,  and  mates  next  move,  other- 
wise White  threatens  R— K7)  27  KtxB,  27  QxR  ;  28  Q— KB4  ch.,  28  Kt— 62  ;  29  Q— Kt4  ch., 
29  K — Kt  sq.,  (ifKtor  R  interposes  he  loses  his  Q)  30  Kt — K7  ch.,  30  K — B  sq.;  31  Kt — Kt6 
double  ch.,  31  K— Kt  sq. ;  32  Q— B8  ch.,  32  RxQ  ;  33  Kt— K  sq.  mate. 

Game  3. — Salvioli  justly  points  out  that  Black  would  have  escaped  now  with  a  piece  ahead  by 
K— B2. 

Game  3.— If  27 P— KR3  ;  28  KtxKt,  followed  by  Kt— Kt5  ch.   Or  if  27 QxKt ;  28  R— K8 

ch.,  followed  by  QXB  and  wins  easily. 


Steinitz  v.  Zukertort. 

Game  4. — Compare  Cols.  4,  5  and  6  of  our  tables  for  analysis  up  to  this  juncture. 

An  excellent  move  which  neutralizes  the  attack  of  White's  Pawns. 

Game  4. — Certainly  better  than  PxP  in  which  case  White  could  not  make  much  use  of  the  open  KKt 

file,  and  Black  after  retaking  with  the  Kt,  might  eventually  enter  at  KB5. 

The  key  move  to  White's  future  operations  is  the  centre.     White  can  defend  this  P  if  attacked  by 

the  adverse  Kt  without  being  compelled  to  advance  P — QKt3  in  which  case  Black  would   obtain 

some  counter  attack  by  P — R5- 

Game  4.— If  19 R — Q5  ;   20  B— Q3,  20  Kt — Q3  ;  21  P — QKt3,  threatening  Kt— B2  or  B— Kt2. 

Game  4. — The  exchange  is  unfavorable  for  Black,  and  we  should  have  preferred  B — KB  sq.,  as 
White's  Kt  could  not  do  much  harm  for  the  present. 

Game  4.— The  best  defence  for  this  P.     If  23 P— QKt3  ;  24  R— QB  sq.  threatening  R— B  6. 

Game  4. — An  indifferent  move  which  in  noway  alters  the  course  of  White's  attack,  but,  practically, 

his  line  of  defence  would  not  have  been  much  changed.     If  26 P — QKt3  ;  27  B — 63,  27  Q— K2 

or  K  sq. ;  28  Q— KB2,  etc. 

Game  4. — Besides  attacking  the  QKtP,  the  move  in  the  text  prepares  a  strong  onslaught  with  the 
KBP  eventually. 

Game  4. — Useless.     It  would  have  been  better  to  have  exchanged  Rooks  at  once. 
Game  4.— R — QB  sq.  was  much  better.      For  whether  White  answered  P — Kt3  or  B — Q5  Black 
could  answer  Kt— Kt4,  and  though  in  the  latter  case  White  would  still  have  some  attack  by  P — 
KB4,  which,  however,  would  not  have  been  as  potent,  as  he  could  not  avoid  the  exchange  of  his 
powerfully  posted  QB. 

Game  4. — There  is  hardly  any  satisfactory  defence  against  the  attack  here  initiated. 
Game  4. -If  35. . .  .Px?  ;  36  QXBP,  etc. 

Game  4.— No  better  was  36. ..  .PxP  ;  37  QXP,  37  QXQ  J  38  RXQ,  38  Kt— Q  sq. ;  (or  38. . .  .Kt 
— K2  ;  39  BX?  ch.,  39  K  moves  ;  40  R — 63,  etc.,)  39  P — Kt6  and  wins. 

Game  4.—  P— B6  was  threatened,  and  if  37. . .  .B— B  sq. ;  38  BX?  ch.,  38  KxB  ;  39  PxP  double 
ch.,  39  K— K3  best ;  40  Q — 67  ch.,  40  K — Q3  ;  41  R—Q  sq.,  ch.,  and  wins. 

Game  4.— In  the  hope  that  White  might  take  the  QKt— P  to  which  Black  would  answer  Kt— Q4 
threatening  B — 64  ch. 

Game  4.  —The  decisive  answer  which  prevents  the  entrance  of  Kt — Q4  and  attacks  the  indefensible 
RP. 
Game  4. — RxB  is  the  only  defence  and  then  would  follow  BxP  ch.  and  P — B6  mate.  -  ~~ 


THE  RUY  LOPEZ. 


Game  5. 


P—  K4 

Game  6. 


London  Tournament  London    Chess    Con- 
1886.  gress,  1883.  64 

t     GUNSBERG          STEINITZ    ' 
SCHALLOPP.     ROSENTHAL. 
53 

OKt— B3     ( 

,P-Q3       '  . 

^Kt— K2      54    *B— B4        65 


p_B3 


—  K2 

-o 


66 


UKt-Kt3 

P-R4  ,   '55 
/P— KR4 

B-KKt5 

OQ-Kt3 
nQ-^2 


O-O 


'B-Kt3 


67 


—  Q4 

xp 


56 


"KtPxB 

9£ 


68 


11 


PXP 


10 


Ktx 


Q3 

P 


QXP 


i>l  IP— i 


O— O— O     1)  *  1P_B4 
PXP  ch.  ,  0Kt— B2 


13 


K— Kt  sq.  57  i"B— R3 
0—0?       58.  nR— Ksq. 

Q — ^3  Q — ^-5 

B— B2?      59.jP— B^ 


BxKt 


601^P-Q4 
,,  rR— Kc; 


B-K5  ch. 


69 


PXP 

PXP 


171 

18 


Q3 

1^4 


KR—  Ksq. 


iUKt— Q2 
jirP— KKt3    7O 

A'Q— R6 

.pR-Ksg.    71 
10  OR— Ksq. 


QR— 
B-K 


'PXP!  D     61AUR— K3 
|R-QBsq.62onKt-B3 


63 


Kt—  B3 
Kt-Kt4 


Kt—  R3 


—  Ksq. 


KKt-B3 
uQKt — B3 


Game  7. 

International  Chess 
Magazine, 
ch,  1885. 


nnR-Ksq. 
n  i  Resigns. 


P-QKt4 


yJVJa, 
Mar 
QT7T 
| 

3 


SELLMAN 
STEINITZ. 


*KKt — K2 

rP-Q4 

°PXP 

nKtxP 

°KtxKt 

nQXKt 


-QB 


3     80 


B—  K3 
B-B4 


81 


Kt—  R4 


12 


82 


Kt— B5 
,Q— B  sq. 

'B— K2 


ie 

17 


'Kt-Kt3 
•P-K5        84 

'P— Q4        85 

Q-K3 


P— KKH  86 

B-Kt3 
P-QB4 


87 


19^ 


O-Q3 


XKBP 
BXP 


Kt—  Q4 
B—  R6 


89 


nnB— Kt7 
Game  6-Cont'd.     22^ 


90 


I 

( 


Game  8. 

London  Chess  Con- 
gress, 1883. 

TSCHIGORIN 
ZUKERTORT. 

"Kt— B3 
.0-0 


rP-Q4 

OB— K2 


Kt-Q3 


99 


•OPXB 

RPXP 

Op— B3 


1OO 

101 


"BXP 

1B2=5l 
l"o-o 


LKt— 62    1O2 
)Q-K2 
JP— KB4 
,Kt— Kt3 


ItP— K5 

KKt-Q4  10_3 
1&P-B6 

Q— Kts    104 

KR-Q'sg. 
1/B-R3 


KtxP 


R-Q7 


106 


t—  R6ch. 


74, 


t—  65 


RXKt 


75 
76 


Game  7— Cont'd.     2  2 


—  K3 


77 


Kt__B5  ch. 


)— R6  ch. 

—  •      -  ' 

93  «i  iKt— Q6ch.      ^^B-Kt2ch.  1O7 
noK-Ktsq.  95orK— Q4 


—  Kt2 


UUB— Q4  0«B— K6ch.        ouKt— K3  ch. 

nnR-Ksq.    78nnQ-Kt4  94       K-B  sq.    96?RK-B4 
72«JGR_Kt3ch.       "DP— KR4  «|JQ_R5        97 

n.B-Kt3  onQ-B5  niP-~Kt3       98 


R—  65  ch 
Kt-Q4 


Kt—  R4 


79 


28 


KtxP 
KtXR 


73 


D< 


p__B8  queening.  °^Q— KS 

nrQ~Kta 

UUB— R6 


109 


K-B4 


'Black mates  in 
two  moves 


Q—  B6niate. 


and  wins.   11O1 


Till.  IU  V  LOPEZ.  25 

Gunsberg  v.  Schallopp. 

(iamc  5. — To  this  game  was  awarded  the  brilliancy  pri/.r  in  tlmt  tournament : 

Game  5.— A  defence  first  adopted  by  Mortimer  in  the  London  tournament  of  1883.     Should  White 

capture  the  KP  he  would  lose  a  piece  by  the  reply  P — QB3,  followed  by  Q — R4  ch. 

(lame  5.— This  weakens  the  King's  side  and  is  the  cause  of  future  trouble.    But  we  believe  he  could 

afford  that  by  proper  subsequent  play,   especially  as  Black  has  apparently  nothing  better  than  to 

oppose  his  KRP  in  the  same  way. 

Game  5. — Black  now  enters  on  a  bold  and  spirited  attack  which  is  only  justified  by  the  result,  but 
we  believe  is  not  analytically  sound. 

Game  5. — All  very  clever  and  relatively  correct  as  he  must  stand  or  fall  with  the  attack,  which  he 
has  initiated  at  the  cost  of  material. 

Game  5. — But  just  a  little  precaution  on  the  part  of  White  might  have  turned  affairs,  B— Kt3  attacking 
a  P  and  getting  a  piece  into  safety  which  stood  loose  on  the  board  was  clearly  the  proper  play. 
The  move  in  the  text  was  simply  an  error,  and  is  taken  advantage  of  by  the  opponent  with  great 
ingenuity. 

Game  5. — After  this  his  game  becomes  rapidly  disorganized.  He  still  could  have  made  his  defence 
good  by  B— Q  sq. 

Game  5.— Of  course  the  natural  sequence.  Black  after  this  gives  no  rest  to  the  enemy,  who  is  prac- 
tically beaten  already. 

Game  5— This  point  constitutes  the  brilliancy  quality  of  this  game.  Though  the  soundness  of  the  previous 
sacrifice  of  two  Pawns  is  very  questionable,  the  game  is  now  well  redeemed  by  this  offer  of  a  sacri- 
fice of  the  Q,  which,  if  accepted,  would  be  followed  by  mate  in  three  moves,  namely,  by  PxR 
queening  ch.,  B — R6ch.,  and  R — K8  mate. 

Game  5.— If  R— Q  sq.,  Black  would  win  a  R  by  exchanging  Queens,  followed  by  BxR  and  R— K& 
ch.,  and  if  KxP  Black  would  win  speedily  by  QXP  ch.,  etc. 

Game  5. — There  was  no  resource.  If  21  Kt— Q2,  21  B — Kt6  ;  22  P— Q4  (or  22  Kt— K4,  22  RxKt); 
23  BXP  ch.,  23  KXB  ;  24  R— Ky  ch.,  24  K— Kt  sq. ;  25  Q— KB3,  and  wins. 


Steinitz  v.  Rosenthal. 

Game  6. — To  this  game  was  awarded  the  special  prize  for  brilliancy  in  the  grand  tournament  of 

that  Congress. 

Game  6. — Though  Black  obtains   some   attack  by  this   and  the  next  move,  the  line  of  play  here 

adopted  cannot  be  recommended,  as  Black  has  to  sacrifice  a  P,  which  should  give  White  the  advan- 
tage. 
Game  6.— If  5 P— Q3  ;  6  P— Cj4,  6  PX?  ;  7  PXP,  7  B— Kt5   ch.;  8  K— B   sq.  +  threatening 

Q— R4- 

Game  6. — Better  than  P — Q5,  in  which  case  Black  could  well  retreat  Kt — Kt  sq. 

Game  6.— Best.     If  8 QPXB  ;  9  KtXP,  gKtXP;  ioR— Ksq.,   10  P  or  B— KB4  ;  H  Kt— Q2, 

with  an  excellent  game. 

Game  6. — Loss  of  time,  as  the  opponent's  next  two  excellent  moves  prove. 

Game  6.— If  17  RxP,  17  B— 62;  18  P — 64  best,  18  Kt— 63,  with  an  excellent  game. 

Game  6.— If  now  18  RxP,  18  KR— K  sq.;  19  Kt— 63,  19  B— Kt2  ;  20  R— QKt5  (or  20  R— Q6,  20 

B— 62  ;  or  20  R— KKt5,   20  P— KR3  ;  21  R— Kt4,  21    Kt— K4,  etc.),   20 6—63  ;  21  R— Kt3, 

21  Kt — K4,  with  a  strong  attack. 
Game  6. — B— B  sq.  was  much  better.     If,  however,  26 B — R4,  White  could  not  capture  the  B  on 

account  of  the  answer  R — 63,  but  he  could  move  QR — Kt  sq.,   followed  by  Kt — Ilt4  if  once  more 

attacked  by  R— QB  sq.  j 

Game  6. — An  unsound  sacrifice  if  White  had  played  properly. 

Game  6.     An  error  which  costs  the  game.     PxKt  instead   would   have   won  easily  by  30  PXKt, 

30  BxP  ;  31  Q— Kt2,  31   B— R7ch.;(or  31 Q— RS  ;   32  B— Q2  and   must  win),   32  K— B 

sq.  etc. 

Game  6. — A  beautiful  rejoinder  which  turns  the  tables. 

Game  6. — This  makes  matters  worse.     The  best  defence  now  was  Q — Kt2,  which  might  have  led  to 

the  following  continuation:  31  Q— Kt2,  31   R—  KKt3  ;  32  B— Kt3,  32  QxQ  ch.;  33  KxQ,  33 

BXB  ;  34  PxB,  34  RxP  ch. ;  35  K— R2,   35,   RxP  ;  36  Kt--Kt4,  followed  soon  by  R-QB  sq. 

If,  however,  31  PxKt,  31  R— Kt3  ch.,  32  B-Kt5  (of  course  if  32  K— Rsq.,  32  Q— B6ch.  and  mates 

next  move.  Or  32  B— Kt3,  32  BxB  and  wins),  32  BxP  ch.;  33  K— 62!,  33  B— Kt6  ch;  34  K— K2, 

34  Q — Kt5  ch. ,  with  a  winning  game. 

Game  6. — Beautiful  play.    Though  the  adversary  comes  out  a  piece  ahead  the  line  of  attack  in  the 

text  is  much  stronger  and  finer  than  recovering  a  clear  R  by   R — Kt3   ch. ,  in  which  case  White 

would  have  interposed  the  B  followed  by  Q— Kt2  in  reply  to  PxR- 
Game  6.— Fatal.  But  Q— B2  was  not  much  better,  e.g.,  33Q— B2,  33  R— Kt3  ch;  (not  R— K7,  in 

which  case  White  could  reply  R—K  sq.)  34  B-Kt3,  34  P-KR4;  35   Kt— K3,  35  P— RS;  36 

*4  (Continued  on  page  27 .) 


26 


THE  RUY  LOPEZ. 


GAME  NO.  5. 

Move    19 PXP. 

BLACK — SCHALLOPP. 


GAME  No.  6. 

Move  35 P— Bych. 

BLACK — ROSENTHAL. 




ill      'mm. 


•1 


WHITE — GUNSBERG. 


WH ITE— STE I N ITZ . 


GAME  No.  7. 

Move  23 P— Q6. 

BLACK — STEINITZ. 


iP 

•wr/////,      .     ^j^  «%SK^ 


GAME  No.  8. 

Move  20 PxKtP. 

BLACK — ZUKERTORT. 


WHITE — SELLMAN. 


WHITE— TSCHIGORIN. 


THE  iu  Y  i.oi-i:/.  27 

(Continued from  page  21). 

Kt-B  sq.,  36  PXB;  37  PxP  (if  KtxP,  the  answer  is  P-KB4),  37. . .  .R-R3;  38  Kt-R2  (if  38 
Q-R2,  38  1  -R7  ch. ;  wins  at  least  a  piece)  38  R— K3  with  a  fine  attack. 

Game  6.— Mr.  Rosenthal  now  finishes  off  with  a  few  elegant  strokes  which  deserve  the  special  prize 
for  brilliancy  awarded  to  this  game. 


Game  7.— Either  this  or  P-^QB4  (which  is  preferred  by  Herr  Englisch  and  Dr.  Noa)  are  necessary, 
as  Black  threatens  to  win  a  piece  by  P— QB4  and  P— 65. 


and  as 


Sellman  v.  Steinitz. 

34  (whic 
ce  by  P- 

81.  Game  7.— This  B  is  better  posted  at  K3. 

82.  Game  7.— Aiming  at  a  prospective  attack  on  the  King's  side  which  is  very  hard  to  reach, 

his  pieces  were  not  well  developed,  and  especially  as  his  KBP,  the  advance  of  which  was  necessary 
for  forming  a  King's  side  attack  is  blocked  by  his  own  B.    Kt— Q2  was  preferable. 

83.  Game  7.— Not  good,  for  it  weakens  his  QBP. 

84.  Game  7.— Which  allows  the  opponent  the  important  majority  of  Pawns  on  the  Queen's  side.     But 
there  was  hardly  anything  better,  as  he  had  to  guard  against  the  adverse  attack  by  B — 63  and 
P — Kt5 . 

85.  Game  7.— If  PxP  followed  by  Q— Q4  White  after  retaking  would  play  Q— K3,  threatening  B— KA 
should  Black  capture  the  KKtR 

86.  Game  7. — To  cut  off  the  QB  from  supporting  the  weak  Q  side,  and  also  to  prevent  Q — Kt3- 

87.  Game  7. — His  position  is  much  confined  and  he  makes  a  risky  effort  to  extricate  himself. 

88.  Game  7.— If  19  PxQP,  19  Kt— Q4  ;   20  Q— K*,  20  PxKBP  ;  21  BxP,  21  Kt— Kt5  ;  22  B— Q  sq. 
(there  seems  nothing  better  if  22  Kt— R3  Black  wins  by  B — Q4  followed  by  Q — QR4,  and  if  22  B — 

K3,  22  PxP  ;  23  BxP,  23  QxB  and  wins)  22 B— Q4  ;  23   Q— K2,  23  BxKKtP  followed  by 

Kt — Q6  ch.,  or  QxP  with  a  winning  attack. 

89.  Game  7.— His  best  plan  was  to  retreat  B— Q  2  followed  by  Q — K4in  case  Black  answered  Q— 62. 

90.  Game  7.— If  22  BxB,  22  QxB  ;  23  Q— K4  (or  23  O— O  ?  23  Kt— K6  followed  by  B— KB4  or  — Q4 
with  a  winning  game)  23  R — QB  sq.  with  a  fine  game. 

91.  Game  7. — The  winning  move. 

92.  Game  7.— If  B— Q  sq.  Black  would  win  by  B— Q4,  or  by  P— Q7  ch. 

93.  Game  7.— Better  than  B— Q4  to  which  White  might  reply  B— B6. 

94.  Game  7.— If  now  26  B— B6,  26  BxQ  ;  27  BxQ,    27  BxB  ;  followed  accordingly  by   B— Q  8  or 
Kt — K7  ch.,  and  remaining  with  apiece  ahead. 

95.  Game  7.— If  he  meant  to  fight  on  at  all  K— B  sq.  was  better. 

96.  Game  7.— If  he  move  in  the  corner,  then  follows  Kt — 67  ch.,  Kt — Kt$  dis.ch.,  and  Q — R5,  etc. 

97.  Game  7. — Q — Kt4  was  most  precise,  for  then  White  had  not  the  resource  of  Q — K2,  for  in  that  case 
Black  could  answer  B — Kt5. 

98.  Game  7. — Q — K2  might  have  prolonged  the  game  as  he  could  interpose  the  Q  at  63  if  Black  played 
Q— 65  ch. 

Tschigorin   v.   Zukertort. 

99.  Game  8. — In  the  Book  of  the  London  International  Tournament  of  1883  Zukertort  remarks  on  this 
move  :      "  New,  bnt  no  improvement  on  the  usual  continuations  7  PxKt  or  7  B— K2." 

100.  Game  8. — An  excellent  move  which  supports  the  centre  until  the  Pawns  are  ready  for  attack. 

101.  Game  8.— If  9  Q— Qs,  9  PxP  ;  10  QxP  ch.,  10  B— Q2  ;  11  Q— Qs,  n  R— QKtsq.;    12  Kt— 63, 

12  P— 63,  etc.  (Zukertort). 

102.  Game  8. — Fine  play.     The  centre  Pawns  are  now  well  prepared  for  action. 

103.  Game  8.— KKt— Q2  was  better  (Zukertort.)    We  believe  that  with  15  BxB,  !5;PxKt;  16  PxP, 

16  R— K  sq. ;  17  BxQ  (there  seems  nothing  better)   17 RxQ  ;  18  BxP,    18  Kt— Kt4  ;  19  Kt— 

Q4,  19  R — Q7  ;  20  P — KR4  White  had  a  good  prospect  of  equalizing  the  game. 

104.  Game  8.— 16  Q— K3  or  B  4  would  be  a  little  better,  while  16  PxP  leads  to  immediate  loss  with  16 

BxB  ;  17  Kt— K6,  17  Q— B3  ;  18  KtXB,   18  Q— Kt3  ch.;  19  K— R  sq.,   19  P.X?  and.  wins. 

(Zukertort.) 

105.  Game  8. — A   beautiful  move.       Zukertort    points  out  that  it  threatens  mates  in  4  moves,  com- 
mencing with  Kt — R6  ch.,  or  Q — Kt5  accordingly,  and  that    18.  . .  .Q — Kt5  would  have  been  bad 
White  would  reply  KtxBP. 

106.  Game  8. —If  21  BxB,   21  Kt— R6ch.;  22   KX?,  22  Q— Kt2  ch.;  23  KxKt,  or— Kt3,  23  Q— B6 
ch.,  followed  by  R— 65  ch.  and  wins.     (Zukertort.) 

107.  Game 8. — 24.  . .  .B — Q6  ch.  was,  we  believe,  stronger  still,   and  might  have  led  to  the  following 
continuation  :  25  K— Q4  best,  25  QR— Q  sq.  ch. ;  26  K— 63,  26  ;B— Kt4  dis.ch.;  27  R— K3,  27 
Kt— Q4  ch. ;   28  K— Q2,  28  RxP  ch.  and  mates  in  a  few  moves. 

108.  Game  8.— Obviously  if  RxKt  Black  also  answered  R— 65  ch.  and  mates  next  move. 

109.  Game  8.— If  R— K  8  ch.,  Black  replies  best  K— 62.     (Zukertort.) 

110.  Black  wins  the  Q  with  a  check  of  the  Q  on  the  5th  row. 


2S 


THE  RUY  LOPEZ. 


,  P-K4 
lp— 1<4 


Game  9. 


Chess   Coii- 
,  1873.  v/ 


Vienna,    Ches 
gress, 

ANDERSSEN 
STEINITZ. 


3p= 


QR3 
R4 


*Kt-B3 

rP-Q3 

°P-Q3 
ftBxKt  ch. 


7P-KR3    111 

'P— KKt3 
pKt— B3 

qB-Kf 
°R— Kt  sq. 


P—  KR3 
P-KKt4 


13 


Kt— Kt  sq. 

0_Q_Q 

Kt— K2 


Kt—  B3 
Q-B3 


113 


15Kt_Q5 

A  nKKt— Ktsq. 
L°O^O        114 
1  nKt— Kt3 
1 '  B— K3 

jnKKt— K2115 


116 


Q-Kt2 


P—  QR4 
K-Q2 


P-KB3 


23 


— K2 

QR— KB  sq. 
)— Ktq  ch. 


,Kt— B  sq. 
'P— B?       117 


Q— K2 

(P— Kt4     U8 
IP— B6 


Q—  Kt4 


30 
31 


Game  9—  Cont'd. 
R(Bsq.)-B2 


P—B4  119  D 

K.PXBP 

PXP 


—  Kt3 


33 


35 


BxKt 

PXE 


Kt-K2 


R-KBsq 
-R2  \ 


3B 


K— R2 
Kt— Kt  sq. 

F¥~ 


K-B 


sq. 


Kt-K2 


QR-B3 


Kt-Kt3 


White  resigns.  12O 


9KKt-B3 
flOKt— 


B3 

Game  10. 

London    Chess    Con- 
gress, 1862. 

4  ANDERSSEN 
PAULSEN. 


Kt—  £3     121 


4P=Q3 
rBxKt  ch. 


P-KR3 


—  K2 
QKt-B3 


o-o 

O-0 


Kt—  K  sq. 


'B— Kt2  122 

•P— Q4  123 

,Kt— BS  124 

»B-BS 


KR 


Q3 

—  K  s. 


15 


KR— K  sq. 
Q-Kt4 
KtxKt    125 


17 


-B3 


P 
Kt-K2 


n 


_R5      126 


—  R4 


Kt— Kt3 

•B— K4     127 
P-E6 ! D 128 

129 


—  KKt4 
-K2     130 


BXB 


sq.131 


RXR 


Q-K8ch. 

ft  OK Kt2 

0ftKt-Rsch. 


Black  resigns. 


B-Kt5 


Game  11. 


Salvioli. 

ANDERSSEN 
PAULSEN. 

"P— QR3 


—  QR 
-R4 


B-Kt3 


B—  Kt2 
0-0 


—  KKt3 


B— Kt2 
(P— QR4  132 

'KKt— K2 


QKt-B3 
OF 


10 


n 


Kt-Q5 
B-R2 


P-Kt5 


Kt—  K2 


P-04 

P-KB3 


P—  B 


133 


p—  Kt6 
BPXP 


Pxp 
PXP 


'BXP?      134 
|Q— K  sq!  135 

P-Kt4  dig,  ch. 
•R— 62     136 

,Kt—  K6 


D  137 


?i— 

"^QR-KBsq.138 

2srR4 


t—  B3 


11 


BX  Rand  wins 


Game  12.  ! 

Vienna,    Chess    Con\ 
\        gress,  1883, 

BLACKBURXEJ 
STEINITZ.  I 


—  K2 


'KtxKt 

rQxKt 

P— QKt4 


P-QB4?  139 


11 


B-Kt2 


-      sq. 


141 


13 


B-B2 


Kt—  Kt3 


sq. 


1RQ-R5 

lOQR-Ksq.142 

1/B—  Qsq. 
<BKt-B5     143 
lOp— B3 
,nP-QR4! 

pnRPXP 

0|B-K3      144 


JQ_Q 

Q-R 


3     145 


|R_K4     146 
.R-Q7  !        P 

.Kt-R6  ch.ffins. 
I  '•'  147 


Till-.   KLV    Lol'l./  29 

Anderssen  v.  Steinitz. 

111.  (lame  9.— P — Q4  is,  we  believe,  better.     But  Professor  Anderssen  had  previously  adopted  success- 

fully_the  same  tactics,  as  in  the  present  game,  against  first-class  players  (see  for  instance  the  two  next 
games),  and  his  manoeuvring  was,  we  believe,  based  on  the  idea  that  Black's  KB  cannot  be  brought 
into  proper  action  and  that  Black  will  liavi-  to  exhaust  himself  in  his  efforts  to  undouble  his  QBP. 
The  line  of  play  adopted  here  for  the  defence  shows  that  the  open  QKt  file  and  the  two  bishops  are 
sufficient  recompense  for  the  doubled  Pawn. 

112.  (lame  9. — This  and  the  next  five  moves  for  Black  form  part  of  one  plan,  namely,  to  manoeuvre  his 
Kt  to  Q5-  For  that  purpose  he  was  bound  to  provide  against  the  hostile  entrance  of  B — R6  as  soon 
as  the  Black  Kt  played  to  K2. 

113.  Game  9. —Had  he  played  P-QB3,    then  Black  could,  nevertheless,  answer   Kt— Q5,  and  would 
recover  the  piece  should  PxKt. 

114.  Game  9. — Black  has  altogether  neglected  the  principle  of  rapid  development  which  was  one  of  the 
maxims  of  the  old  school,  and  he  has  deferred    castling   until  he  has  ccmpleted   his  manoeuvres  to 
obtain  possession  of  the  adverse  centre  with  his  Kt.     Obviously  White  cannot  break  in  at  any  point, 
while  Black  can  form  an  attack  in  different  directions  after  due  preparations,  either  by  the  ultimate 
advance  of  the  QRP  or  the  QP  or  the  KBP. 

115.  Game  9. — White  has  no  doubt  wasted  time,   but  it  is  difficult  to  suggest  any  plan  of  operation  for 
him  that  would  be  more  than  of  a  waiting  and  defensive  character. 

116.  Game  9. — After  this   exchange,    which  might  have  been   delayed  but   could  hardly   be   avoided, 

Black  obtains  much  the  best  of  the  game. 

.  Game  9. — By  this  move  Black  effects  his  purpose  of  shutting  up  the  adverse  Q,  and  all  his  Pawns 
are  well  defended,  or  not  approachable.  It  will  be  easily  seen  that  White  cannot  exchange  Pawns 
without  subjecting  himself  to  a  still  stronger  attack  on  the  Queen's  side  at  once. 

.  Game  9. — If  he  had  exchanged  both  Pawns  Black  would  equally  gain  the  advantage  in  position 
afterward  by  P — KB4,  or  else  by  taking  possession  of  the  open  QB  file  with  his  R. 

.  Game  9. — Having  accomplished  his  object  of  practically  getting  rid  of  the  adverse  Q,  Black  con- 
centrates his  attack  on  the  other  wing,  and  by  steady  pressure  he  breaks  through,  with 
some  difficulty,  which  shows  that  the  defensive  *  disposition  of  White's  forces  remained  strong, 
though  they  are  deprived  of  the  assistance  of  the  Queen. 

>.   Game  9. — Whichever  R  retakes  the  B  Black  answers  QxP  and  wins  in  a  few  moves. 


Anderssen  v.   Paulsen. 

21.  Game  10. — Though  Black  does  not  advance  P — QR$  on  the  third  move,  as  in  the  previous  game,  the 

positions  become  very  similar,  but  the  line  of  play  adopted  by  each  of  the  parties  is  widely  differ- 
ent from  the  respective  treatments  of  this  opening  by  the  players  in  the  first  quoted  game  which 
occurred  eleven  years  later. 

22.  Game  10.— Generally  it  is  preferable  in  such  a  situation  to  keep  the  B  in  communication  with  both 
wings  and  B — Q2  is  preferable.     The  B  is  here  posted  with  some  remote  expectation  of  bringing  it 
to  bear  against  the  King's  side. 

1.  Game  10.— Not  good,  for  it  leaves  a  hole  at  QB4,  which  weakens  all  the  Pawns  on  the  Q  side. 
P — Kt3  with  the  object  of  playing  Kt — Kt2  or  else  P — QB4,  followed  by  P — KB4,  was  more  con- 
genial to  the  position. 

.24.  Game  10. — White  also  plays  for  a  King's  side  attack  which  can  be  easily  guarded  against,  and  he 
endangers  his  game  when  he  could  have  obtained  a  sure  advantage  by  manoeuvring  on  the 
other  side  Kt— QKt  3  with  the  object  of  playing  Kt— 65  or  R$  sooner  or  later  was  the  proper 
play. 

.25.  Game  10.— Lowenthal  rightly  suggests  here  B — B  sq.  as  much  stronger.  White  had  then  to  guard 
against  the  threatened  P— KKt3,  and  his  whole  attack  would  have  soon  been  broken.  The  likely 

continuation    was    after    15 B— B    sq.;  16  BxKt,    16  PxB  ;    17   Q— 63,  17  QBxKKt ;    18 

QXB,  18  BxKt;  19   PXB,  19  R— K4,    followed  by  Q — K2,   with  much  the  superior  game. 

5.    Game  10.— Black's  game  is  now  inferior.    If  18 R— K$;  19  Kt— Kt3,  19  R— 65;  20  Q— QKt3, 

20  B — R3;  21   B — R3,  21  P — R5,  21  Q — Q3,  and  we  prefer  White's  game. 

7.  Game  10. — Black  gives  the  opponent  an  opportunity  for  a  beautiful  combination  stroke.  But  his 
game  was  anyhow  very  bad  already,  for  in  answer  to  QR— R  sq.,  which  was  about  his  only  other 
alternative,  White  would  have  replied  Kt — R5  with  an  irresistible  attack. 

(Continued  on  page 


THE  RUY  LOPEZ. 


GAME  No.  9. 

Move  30. ..  .P — 64. 

BLACK— STEINITZ. 


1 

• 


GAME  No.  10. 

Move  22  P— B6. 

BLACK — L.  PAULSEN. 


WHITE — ANDERSSEN. 


WHITE— ANDERSSKN. 


GAME    NO.    I   I. 

Move  24  QXB. 

BLACK — PAULSEN. 


GAME  No.   12. 

Move  24  R — Qy. 

BLACK — BLACKBURNE. 


WHITE — ANDERSSEN. 


WHITE — STEINITZ. 


•mi-:  ui  v  i.oi'i-z.  3, 

(Continued  from  page  2<)) . 

Game  io. — The  present   key  move  of  his  final  attack  is  remarkably  fine  and  effective. 
Game  io.— If  22. . .  .PXP;  23  Kt— 85,  23  Q— B  sq.;  24  BX  B,   24  PxB;  25  RxP,  25  K— 11  sq.; 
26  O     Kt3,  with  a  fine  attack. 

Ganu-  io      <  Jverlooking  the  forcible  winning  process  by  24  RxB,  24  RxR;  25  P—  KB4,  25  QXP; 
26  R— KB  si[.  and  wins. 

Game  io.— Black   on   the  otherhand   does  not  see  that  he  can    save  and   win    the  game   now 
by  g— Kt3  followed  by  P— 83  if  BxB.  * 


Anderssen   v.   Paulsen. 

Game  ii. — We  think   that  the  move  we  propose  in  our  Col.   10,  viz.,  8  Kt — Kt5  gives  White  a 

stronger  attack. 

Game  n. — This  is  premature.    P — KR3  was  here  a  necessity. 

An  error  of  which  White  takes  advantage  in  a  precise  manner. 

Game  n. — QR — K  sq.  would  not  have  answered  as  well,  as  Black  would  attack  the  Q  by  Kt — 64. 

Game  ii.— There  was   nothing   better.      If  K — Rsq.,  the  reply  KtX?  ch.  wins  the  Q  or  mate  is 

effected  in  two  more  moves  by  Q — R4  ch. 

Splendid  style. 

If  24 PxQ  ;  25  RxR  ch.,  25  K— R  sq.,  26  BxKt  and  wins. 


Blackburne  v.  Steinitz. 

139.  Game  12 .  — Not  good  as  it  weakens  the  QP .     The  correct  move  is  B — K3 .     (See  Col .12.) 

140.  Game  12.— If  ii BxP  ;  12  R— K  sq.,  12  P— Q4  ;  (best,  for  if  12 B— Kt3  ;     13  B— Q5,  13 

R— B  sq. !,   14  B— Kt  7,  14  R— B2  ;  15  BxRP  followed  by  P— QR4  and  should   win .       If  12 

B-B3;   13  B— Qs,    I3Q— Q2,  I4Q— B3,  I4BXB;   15  QxB,  15,  R— Qsq.;   1 6  B— B4  followed 
by  P— QR4  with  a  fine  attack,  and  wins)  13  P— 63  followed  by  BxP. 

141.  Game  12. — Weak  for  White's  Q4  sq.   is  made  accessible  to  the  hostile   pieces.      Kt — Kt3  at  once 
was  better. 

142.  Game  12. — It  was  better  to  play  the  KR  in  order  to  remove  B — B  sq.,  which  completely  protected 
the  King's  side. 

143.  Game  12.  —In  order  to  prepare  for  the  advance  of  the  QP,  for  if  now    18 P— Q4  ;  19  P— K$ 

and  Black  dare  not  capture  twice  on  account  of  the  ultimate  Kt — K;  ch.,  followed  by  QxRP  ch. 

144.  Game  12. — An  excellent  sacrifice  of  a  P  which  well  repays. 

145.  Game  12.  —An  ingenious  trap  as  will  be  seen. 

146.  Game  12. — Overlooking  the  opponent's  design.  Kt — K4  with  the  view  of  sacrificing  the  exchange 
by  Kt — Q6  in  case  the  opponent  played  Kt — Q6  was  his  best  defense. 

147.  Game  12. — This  wins  by  force. 


THE  RUY  LOPEZ. 


P— K4 

Game  13.     Game  14. 


KKt-B3 


B-Kts 


Game  15.      Game  16. 


Paris     Chess      Con-       Correspondence 
gress,  1878.  Ga»ie. 

\  ZUKERTORT  FRANKFORT 
BLACKBURNE  STUTTGART. 

3c 


P-QR3 
B— R4 


•Kt-B3 


.O— O 


°B—  Kts  . 
pO-0 

^KtxP 

RP--Q4 

OQ._O 

OP—  QKt4 
7B-Kt3 

'  B  -B4 
nP-Q4 

/P-Q4 

8x 

"KtxQP 
QKKtxKt 

Kt—  K2 
Kt-Kts 

"KtxKt! 

"KtxKt?  153 
1f]BxKt 

,  ,  QB—  KKts 

lUp_QB3 
P-QR4 

J*P—  KB3 

,  nB—  Kt3  ch. 

iip—  Kts?  154 
4  op~QB4! 

1«K—  R  sq. 
nB-K3      148 

^"PXPin  passing. 
i  nKtXP 

10p-Q3 
.  .P—  KKt4 

IOR_Ktsq. 
.  .Kt—  K4! 

14B_Q2 
Q_B3 

14B-K3      155 
4CKt—  Q6ch. 

l^Q—Ksq. 

A  nQR-Q  ^. 

10K-Q2 

1RQ-Q3 

1DKtxKt 

,  7KtPxKt 

lbQ-Kt3 
P-R5      156 

i'BxB 
1RQXB 

1/QXB 
A  nQxQRP 

IOP-KKt3!  149 

1QPxP 

R-I33 

n 


K  -R  sq. 

P-B3 

Q-Kt4 

Q-K2 


20 


O-Kts 

B-Q2! 


157 

Q-R7ch. 


p_B4  bliK— Qsq. 

nnKR-Ktsq.       ?QQXRch. 
^  U  Q— R3      ISO  "  U  Kt— B  sq. 


arw     C6«j     Gw-  Paris    Chess    Con- 
gress, 1878.  grcss,  1878. 

MACKENZIE  WINAWER 

WINAWER.  ZUKERTORT.     Game  15-Confd. 


'Kt-B3 
,O— O 


—  K7 


P-Q4 


—  Bsq. 


Ro-o 

fiQ-K2 

U^R—  K3 
nnP-R5 

OB—  K2 

7P-K5 

"Kt-Qs 

u^QR  —  B3 
niR-QBsq.  wim 

'  Kt—  KS 
qKtxP 

'KtPxB 
gPXP 

u^t 

"KlxKt 
nQxKt 

°Kt    Kt2 
qKt-Q4 

"Kt—  64 
1f]B-Kt3 

UQ  Q 

nnKXR 

luKtxB 
,  .  RPxKt 

.  .  QKt—  B3 

oUR_Q7ch.  - 

Q1K~B3 

o-o 


Kt— B4    168U1RXP 


K—  Rsq.  161 
4  nKt-B3 
10 


P-B3 
Q-Kt4 


A  i 

lfl 


'P— QKt3  162 
QR_Q  sq. 

R— R2     163 
Kt-Q5__ 

IQ^ 

lDp_QR4 

Q-Kt3__ 
1/P-KR3  164 

R-Q3 


Kt— Kj 

B— R6 


nn 
«JU 


Kt-B6 


R— B2 
B— K3 


12 
13 
14 

\  g -o n rxx^x 

1JK— Rsq.l70«jOK-Kt2 
1RP-KE4  npKt-Q5 

1DP-Q4 
jyKtXB 


171 


—  R3! 


172qr7R-K5 


1fi 

A  Op 


Kt 


—  QKt4 
t—  E6 


— R6ch. 


165 


20 


B— K2 

BXP !  D  166 


§XP  UOB— B2 

Xp  4nR— K7 

40i 


*"QXB 

Q-R4ch. 

Game  13-Confd.     /J  OK-Kt  sq.  167 
n.R-Kt3 


BxKt 

PXB 

""KtxB 
9  4  QxKt 

BXP  ch. 

"ABxP 
nnQXQ 

B-Ktsq. 


42 


P— Kt4 

PXP 


P—  B3 


or    ™ 

UUB O2 


RxB 


RxQch. 


wins. 


24 
25 


R-Qj 

R— B2 


P— Kt3 
R— K  sq 


*Up_  R4 

P-Kt5ch. 
44K-Kt2 


Q-Kt3ch. 


**•  ^"i- i  r_       i 

QR— Q  sq.       4 OK— B  sq. 
OR-K2  _R_  R7 


P— Kt6 


B— Kt3 
Q-Kt4 


R(Kt3)-K3 
'P-04      152 


fl'P— B3      160  a'R— Ksq. 

28|E»-    o,e,^,  28^^_ 

nnQXQBch.       nnQxKt&wiB8.     ftnQxRP 


P_  64 
R-K7 


R-Q: 
,RXP 


-47 

175  ,nKtxBch. 
~4di^ZK 


K  sq. 
Drawn  game 


THE  RUY  LOPEZ.  33 

Blackburne  v.   Zukertort. 

Game  13. — Compare  our  Col.  18  up  to  this  juncture. 

Game  13. — An  excellent  move  which  seizes  a  powerful  attack  on  the  King's  side. 

Game  13. — Best  in  order  to  guard,  in  anticipation,  against  the  adverse  attack  byQ — Kt2. 

Game  13.— Fine  play.     By  bringing  his  B  round  to  KKt3  ne  s^  attacks  the  weakest  point  of  the 

enemy  and  protects  his  King's  side  against  any  danger. 

Game  13.— A  powerful  and  winning  stroke. 


Frankfort  v.  Stuttgart. 

Game  14. — We  do  not  like  this  exchange,  and  we  much  prefer  Kt — QB4. 

Game  14.— This  advance  loosens  his  strong  Pawns.     There  was  no  objection  against  B — Q2. 

Game  14.— Obviously,  if  PxKt,  the  reply  BX?  ch.  wins. 

Game  14. — The  initiation  of  a  beautiful  and  deep  laid  plan. 

157.    Game  14.— Nothing  better  now.     If  21 Q— QB4  ;  22  R— QB  sq.,  22  Q— 0.5  ;  23  B— K3,  23 

Q— Kt5  ;  24  Q— R;  ch.,  24  K— Q  sq.  ;  25  B— Kt6  ch.,  and  wins. 

Game  14.— If  24 BxKt ;  25  PxB,  25  Q  moves  ;  26  Q— B;  ch,  26  K— K  sq.;  27  R— K  sq.  and 

wins.     (Salvioli.) 

Game  14.— If  25 QxP  ;  26  B— R5  ch.,  26  K— K2  ;  (if  QxB  the  Q  is  lost  by  Kt— Kty  ch.)  27 

Q— 67  ch.,  27  B— Q2  ;  28  Kt— 65   ch.   and  wins  (Salvioli).     For  mate  is  now  forced  after  28 

K— K3  best ;  by  29  Kt— Q4  ch.,  29  K— K2  ;  30  Q—  Q8  mate. 

Game  14.— There  is  nothing  better.    If  27 B— K2  ;  28  BxB,  28  KxB  ;  29  Kt— 65,  and  wins. 


Mackenzie  v.  Winawer. 

L.  Game  15. — Compare  notes  53  and  54  to  Col.  20.  Zukertort  played  at  this  stage  against  the  same 
opponent  in  the  same  tournament  12. ..  .P — Q4  ;  and  White  took  the  P  in  passing,  and  after  the 
exchange  of  pieces  Black  remained  with  an  isolated  QP.  The  game  ultimately  ended  in  a  draw. 
Black,  however,  cannot  play  P— KB3,  for  White  would  win  a  P  by  Q— 64  ch.,  followed  by 

PXP. 

2.  Game  15. — A  feeble  sort  of  waiting  policy.     13. . .  .P — Q3  ;  14  Kt — Q5,  14  R — K  sq. ;  was  his  best 
resource,  for  though  White  can  now  also  win  a  P  by  KtxB  and  PXP,  Black  will  be  able  to  develop 
his  forces,  and  is  likely  to  draw  on  account  of  the  Bishops  being  of  opposite  colors. 

3.  Game  15. — Waste  of  time.     Evidently  P — ?4  was  the  proper  play. 

I.   Game  15. — Necessary  as  a  temporary  expedient,  for  he  could  not  afford  to  allow  B — Kts,  but  this 

advance  is  the  cause  of  breakdown  in  a  few  moves. 
5.    Game  15. — Excellent  play.      Of  course  Black  dare  not  take,  for  White  would  reply  Q— R4  and 

win  in  a  few  moves. 

3.   Game  15. — A  master  coup  which  disorganizes  the  opponent's  game. 
167.   Game  15.— Clearly  if  23 Q— R2,  the  ch.  of  the  Q  at  B6  followed  by  the  ch.  of  the  R  also  wins 

the  Q. 


Winawer  v.  Zukertort. 

L68.    Game  16. — In  Col.  25  we  recommend  P — KB3  at  once  at  this  juncture.     We  think  this  better,  as  in 

some  continuations  the  Kt  may  be  wanted  to  enter  at  Oj  after  advancing  P— Q4- 
169.    Game  16.— If  12 B— Qsq.;  13  B— R6,  13  PxB  ;  14  Q— Kt4  ch.,  14  B— Kt4  ;  15  KtxP  ch.  and 


34 


THE  RUY  LOPEZ. 


GAME  No.   13. 

Move  26 B— K  sq. 

BLACK — ZUKERTORT. 


•  A 


GAME  No.  14. 

Move  25  P — R6. 

BLACK — STUTTGART. 


•    1! 


!*• 


WHITE — BLACKBURNE. 


WHITE — FRANKFORT. 


GAME  No.  16. 

Move  20  BxP. 

BLACK— WINAWER. 


„ 


GAME  No.  16. 

Move i8P— 95. 

BLACK — ZUKERTORT. 


• 

•I 


.••I* 

......... 


WHITE — MACKENZIE. 


WHITE — WINAWER. 


THE  RUY  LOPEZ.  ,  35 

(Continued from  page  jjj . 

171.  Game  16. — We  would  have  decidedly  preferred  B — Esq.  for  this  threatened  KtXP  followed  l>y 
PXP  and  P— Q3- 

172.  Game  16.— If  17  PXP  en  passant,   17  PxP  ;  18  KtXP,  18  BxKt ;  19  KxB,   19  Kt— Q$  and 
wins. 

173.  Game  1 6.— There  seems  to  have  been  nothing  better.     If  19  PxKt,  19  PxKt ;  20  Q— $64,  2c 
PXP,  with  at  least  as  good  a  game  as  White's. 

174.  Game  16. — With  this  he  gets  himself  into  difficulties  from  which  he  does  not  recover  for  some  time. 
Taking  possession  of  the  open  file  by  R — K  sq.  was  much  better. 

175.  Game  16. — R — K5  was  much  stronger,  for  it  threatened  to  win  all  the  Pawns  on  the  Queen's  side 
and  to  remain  a  clear  P  ahead  without  relieving  the  adverse  K  if  Black  adoptc  1  a  line  of  play  simi- 
lar to  the  one  that  actually  occurred. 

L76.   Game  16. — With  this  the  draw  is  forced,  for  R  and  Kt  cannot  win  against  R  by  best  play,  and 
Black  has  also  an  extra  P  which  White  must  try  to  get  rid  of. 


Game  17. 

International  Chess 
Magazine. 

BAUER 
FORGES. 

P    K 

THE  RUY  LOPEZ. 
0KKt—  B3                             0B—  Kts 

IP—  K^ 

Game  18. 

DUFRESNE 
LEHRBUCH 
Des  SCHACH- 
SPIELS. 

LOWENTHAL, 
BRIEN  &  WOR- 
MALD 
In  consultation. 

"QKt—  B3 

Game  19. 

DUFRESNE 
LEHRBUCH. 
Des  SCHACH- 
SPIELS. 

NEUMANN 
ANDERSSEN. 

Q 

0 

Game  20. 

Chess  Match  between 
Messrs.  Steinitz  and 
Blackburne. 

STEINITZ 
BLACKBURNF. 

0 

Game  20^Cont'd. 
99B-Q4 

Kt—  B3 
0-0 

3p-QR3 
,B-R4 

"Kt-B33 

dp—  QR3 

^KtXP 

4Kt-B3 
-O—  O 

4Kt-B3 

SB—  K2 

Q-K2 

&KtxP 
pR-K  sq. 

O—  O       187 
RBxKt 

P-B? 

.DKt-Q3 

"Kt—  B4 
7BXKt 

"KtPxB 
7KtXP 

"B—  K2      194 
7P-KR3  195 

'KtPxB 

flPxP 

'QPXB 
pKtxP 

/P-Q4 
RO—  O        188 

'O—  O 

"Kt—  Kt2 

OB—  K3     183 

nQ—  R5 
Q            J 

PXP 

8lvt-K  sq. 
nP-KKu 

.  nR-Q  sq. 

«Q—  B3      184 

«B-Q3 
.  pKtxQBP189 

.  pB—  62 

^^lp_B3 
9nQ~R6 

AUQ—  Ksq. 
..R-Ksq.177 

10Kt-Q2 

4  4  B—  Kt5 

.  .  Kt—  R5    190 

!"B—  QKt2 
..QKt-Q2  196 

"UP—  Kt5 

PT/"4.— 
..  .    —-^15 

11  Kt    B4    178 

llQ-B4 
9P-KKH 

llQ_QKt4 

.  nKt—  Kt3 

11Q-Q2 
.  ,,Kt—  B  sq. 

"*P—  B4      201 
9cB    B6 

4  9Kt-B5 

l"Kt    K3 
4  n  t  —  i\.t4 

A^QXQBP 

•^"QB—  KKt5 
|nQ-Q2      191 

l"Kt—  Qsq. 
4  0Kt-K3 

9RPXP 

1"P    KB3  179 

13p_KKt3 
,,  J|KtxR!D184 

11KXB 

1  "Kt—  K3 

£(  Up*  V'P* 

97P-Kt6D2od 

14R    B2 
.  -BxP  !  D  180 

14PXQ 

iKQ^Bj 

!4p_KKt3197 

"/QXKtP 
9pBxKt 

l&KtXB 

15B-K2 
.  pRXB  ch. 

*"B  —  B6  D  192 

1RPxB 

B-K3 

^•0QXQch. 
9nBxQ 

.  7Kt—  R6  ch. 

1  OK—  B  sq. 
jyKt-R3 

4  17^  —  R  sq. 
1  1^:  —  :F;  

1  OKKt—  Kt2 

1?o-o-o 

^R-B3     203 
npKR-Ktsq.ch. 

1  'K—  B  sq.  181 

,  nQR—  K  sq. 

A/PXP 
.  nQ-R2     193 

i/p_QB4  198 

R-Kt3 

.  QQ-B4  ch.  wins. 

RxKt 

1"Q—  K8ch. 

j  n\f  Xvt  SQ. 

nPxP 

n9BXR.ch. 

182 

1«Q    KR6 
9nR-B7ch. 

lup  —  By 

\\  hite  resigns. 

1JP—  65      199 

QQKt-Kt5ch.    j 

^«K     Ktsq. 

9  1  Q—Q2     2OO 

"JUK-Ktsq. 
q.KR-Ksq.204 

21  Black  resigns.186 

^lp-QR4 

JJ*  Black  resins. 

THE  RUY  LOI'I  /  37 

Bauer    v.   Forges. 

177.  (lame  17.  -Up  to  this  point  the  play  of  both  parties  has  proceeded  as  in  the  lines  of  the  preceeding 
game,  but  here  White  loses  time  in  order  to  lay  a  trap  against  the  established  defence. 

178.  CJame  17.— 6—64  with  the  view  of  advancing  P— KBj,  or  P— Qa  accordingly,  was  the  right  play. 

179.  Game  17. — K — R  sq.  was  now  indispensable  as  a  precaution. 

180.  Game  17.— Excellent  play.     There  is  no  good  defence  against  this  fine  stroke. 

181.  ( iame  17.— If  K— R  sq.,  he  comes  at  with  a  clear  R  behind  by  the  answer  KtXR  ch.,  followed  by 

QxKt  ch.,  and  ultimately  RxB. 

182.  Game  17,— The  R  must  interpose  which  White  will  capture  with  the  Kt  followed  by  QXP,  etc. 


Lowenthal,  Brien  and  Wormald   in  Consultation. 

183.  Game  18.— 8 B— K2  is  the  right  move  here. 

184.  Game  18. — A  bad  defence  which  subjects  them  to  a  powerful  attack.      Still  B— K2  was  the  best 

play. 

185.  Game  1 8.— Highly  ingenious.      White  gives  up  the  Q  but  obtains  three  minor  pieces  for  it,  with 
an  irresistible  attack. 

186.  Game  1 8.— After  21 . . .  .QxKtP  ch.;    22  R— Kt3,  22  Q— Q8  ch.;  23  K— Kt2,  Black's   game  is 
hopeless. 


Neumann  v.  Anderssen. 

Game  19.— A  favorite  defence  of  Professor  Anderssen  for  some  time,  but  he  abandoned  it  ultimately 
as  it  does  not  yield  a  satisfactory  position  by  best  play  on  the  other  side. 

Game  19. — This  is  not  good.      The  right  answer  is  8  PX?,  and  if  8 Q — K  sq. ;  9  O— O,  fol- 
lowed by  P — Q4,  with  the  superior  game.      But  not  9  P — Q4  as  Black  would  reply  9 ....  QB — R3 

preventing  White's  castling,  with  a  strong  attack.     Likewise,  if  Black  play  8 QXP  in  reply  to 

PXP,  White  answers  9  O— O. 

Game  19.— This  gives  White  the  inferior  game.     P — KB4  was  much  superior. 

Game  19.— His  best  plan  was  now  11  Kt— IO;  as  suggested  by  Herr  Dufresne,  or  u  P — Q5,  u  B— 

QKt2  ;  12  B— Kt5,  12  KtxP,  with  the  much  superior  game. 

Game  19. — Here  is  a  case  where  the  King's  side  has  been]  early  left  without  any  protection  from 

minor  pieces,  and  Black  now  wins  by  force.     If  13  P — KB3,  13   PxP  ;  14  PXP,  14  Q— KR4  ;  15 

R— 62,  15  Kt— K5  and  wins. 

Game  19. — Winding  up  with  consummate  skill. 

Game  19.— No  better  is  18  Q— Q2,  for  then  follows  18 Q— B8  ch.;  19  K— R2,  19  Kt— K5  and 


Steinitz  v.   Blackburne. 

Game  20. — P — KKt3  with  the  view  of  posting  the  B  at  KKt2  is  now  established  as  the  better  de- 
fence. 

Game  20— Not  so  much  for  defensive  purposes  as  with  the  view  of  forming  an  attack  by  P — KKt4 
after  Black  has  castled. 

Game  20.— Introduced  for  the  first  time  in  the  present  game,  and  this  development  of  the  Kt  with 
the  view  of  manoeuvring  it  to  B  sq.  has  since  became  an  established  form  of  attack. 
Game  20. — We  believe  it  would  have  been  better  to  retreat  B — Q  sq. 

Game  20.— Much  better  was  17 P — KB4  ;  which  "might  have  led  to  the  following  continuation  : 

18  Kt-K  sq.  !,  18  PxKP  ;  19  PxP,  19  Kt— 65  ;  20  Q— B  sq.,  followed  by  P— KB3  and  P— KR4. 

(Coittimied  on  page 


THE  RUY  LOl'KZ. 


GAME  No.   17. 

Movei5....BxKtP. 

BLACK — FORGES. 


n    m 

^     %&///.     ^      V%%%.  %£?///.     ^     %£7?M 


GAME  No.  18. 

Move    14  KtxR. 

BLACK — BRIEN  AND  WORMALD  IN  CONSULTATION. 


WHITE — BAUER. 


WHITE — LOWEXTIIAL. 


GAME  NO.  19. 

Move  15 B— B6. 

BLACK — ANDERSSEN. 


II 


•JL 


GAME  No.  20. 

Move  27   P— Kt6. 

BLACK — BLACKBURNE. 


I 


IIJ  w  mm 

mm    w§.-mi'vm 

y/*      oS*      x^BHb' 

i pp"  ''im'i'm 

i 


WHITE— NEUMANN . 


WHITE— STEINITZ. 


THE  RUY  LOPEZ. 


(Continued from  page  57) . 


39 


199.  Game  20.— If  19 P— Q4  J  20  P— KS  best  (not  PxP  on  account  of  the  reply  Kt— B$),  20 P— 

B$  ;  21  P— KR4,  with  an  excellent  attack. 

200.  Game  20.— Threatening  both  wings,  but  chiefly  the  King's  side  after  removing  the  B. 

201.  Game  20.— After  24 Kt  (Kt2)  — K  sq. ;  25  P— KR4,  25  Q— Kt2  ;  26  QxQ'ch.,  26  KtxQ  ;  (or 

26. . . .  KXQ  ;  27  P— RS,  etc.,)  27  PxP,  27  Kt— R4  ;  28  Kt— Kt5  (threatening  P— 67  ch.),  28. ... 

KKtxBP  ;  29  P— R5,  White  has  an  irresistible  attack,  for  if  29 KtxP  ;  30  RxKt  followed  by 

R— Kt  sq.  wins.     And  if  29 K— Kt2  ;  30  PxP,  30  PxP  ;  31  R— R7  ch.  and  wins. 

Game  20.— This  wins  a  piece  by  force.     For  obviously  if  PxP,  Kt — Kt5  follows. 

Game  20.— If  29 R— B2  ;  30 KR— Kt  sq.  ch.,  30  K— R  sq.;  31  B— K3,  31  P— KR3  ;  32  B— Q4 

ch.,  32 K— R2  ;  33  BxP  ch.,  33  RxB  ;  34  R— Kt7  ch.,  34  K— R  sq.;  35  QR— Kt  sq.  and  wins. 
Game  20. — White  threatens  according  to  circumstances,  R — K6  or  R — K7. 


202. 
203. 


204 


DOUBLE  RUY  LOPEZ. 


FOUR  KNIGHTS'  GAME  AND  THREE  KNIGHTS'  GAME. 


The  Double  Ruy  Lopez  is  a  continuationof  the  Four  Knights'  Game  in  which  both 
parties  follow  up  by  B — Kt5.  The  attack  by  Kt — Q5  had  been  greatly  in  favor  with 
first-class  practitioners  for  many  years,  until  the  author  played  in  his  match  with  Zuker- 
tort,  in  1886  (see  Illustrated  games),  the  defence  pointed  out  in  Col.  i,  which  rests  chiefly 
on  a  combination  of  Black's  yth  and  8th  moves.  7.  .  .  .P — K5  had  already  been  played 
Mr.  Gunsberg,  but  in  conjunction  with  8.  .  .  .QPxP  it  makes  the  game  so  equal  at 
early  stage  as  to  render  the  attempt  of  an  attack  absolutely  useless. 

In  Col.  2  the  attack  with  Kt — Q5  is  made  before  castling,  and  though  it  leads  to  an 
exchange  of  Queens  and  to  the  doubling  of  one  of  Black's  Pawns,  the  second  player 
obtains  a  powerful  counter-attack  on  account  of  his  two  Bishops,  and  ' '  the  hole "  on 
White's  KB3  and  KR3  which  makes  the  protection  of  White's  Kt  difficult  and  gives- 
Black  entrances  into  the  adverse  game. 

Col.  3  also  leads  to  an  even  game  at  least  for  the  defence,  and  in  fact  we  would 
slightly  prefer  Black  at  the  end.  But  as  most  players  would  hesitate  to  move  their  King 
early  in  the  opening,  the  defence  in  Col.  i,  which  simplifies  matters  at  an  early  stage,  is  to 
be  preferred. 

Col.  4  is  a  modification  of  a  variation  that  occurred  in  a  fine  game  between  Winawer 
and  Zukertort  in  the  Paris  Congress.  (Compare  Col.  1 1  and  Illustrative  games. )  It 
ought  to  end  in  an  even  game  by  proper  treatment  such  as  we  propose,  whereas  the  way 
played  in  that  game  White  obtained  an  excellent  attack  at  the  expense  of  a  Pawn,  which 
blocked  the  adverse  centre  and  retarded  Black's  development. 

Col.  5  is  another  alteration  of  the  opening  moves  of  a  celebrated  game  between  Paul- 
sen  and  Morphy,  very  finely  played  by  White,  whose  8th  and  9th  moves  show  exceed- 
ingly strong  position  judgment.  By  inducing,  or  in  fact  compelling  Black  to  advance^ 
8.  ...  P — QKt4,  he  practically  demolishes  the  Queen's  side.  But  in  actual  play  Paulsen 
commits  a  position  blunder  by  transposing  the  order  of  correct  moves,  and  this  makes  all 
the  difference  in  the  analytical  results.  1 1  P — QB3  ought,  we  believe,  to  render  Black's 
game  untenable.  For  P — Q4  will  follow  to  drive  the  B  back,  and  then  B — 63  con- 
tinued, sooner  or  later  (perhaps  after  P — QKt4),  will  form  an  irresistible  attack  on  the 
Queen's  side. 

Col.  6  represents  a  difference  in  tactics  on  a  principle  which  is  better  explained  in 
note  13,  which  deals  with  the  move  hitherto  recommended  by  authors,  viz.,  9  R — K  sq. 
for  the  attack.  But  we  feel  sure  that  this  ought  only  to  lead  to  an  even  game,  and  in 
some  variations  that  have  been  offered  in  demonstration  that  White  can  press 
the  attack,  we  find  that  the  defence  ought  to  obtain  the  superior 
position.  Our  main  difference  in  opinion  is  that  the  centre  attack  commenc- 
ing with  R — K  sq.  is  a  failure,  and  that  a  wing  attack  with  the  KBP  prepared  by  harrass- 


42  THE  DOUBLE  RUY  LOPEZ. 

ing  the  Queen  at  once  with  the  QP  and  the  Kt  is  the  proper  play.  If  our  premises  are 
right  it  is  quite  obvious  that  the  R  is  wanted  to  remain  at  KB  sq.  in  order  to  support  the 
advance  of  the  KBP  to  65. 

In  Col.  7  we  propose  an  extensionof  aline  of  play  against  a  counter-attack  hitherto 
recommended,  which  we  believe  ought  to  be  in  White's  favor.  The  game  was  generally 
dismissed  as  even  on  Black's  8th  move,  but  we  think  that  the  addition  of  two  moves  will 
demonstrate  our  contention. 

Col.  8  shows  how  White  might  be  led  to  compromise  his  game  by  a  plausible  sally  on 
the  6th  move,  which  apparently  wins  a  P.  The  variations  produce  an  interesting  and 
spirited  attack,  but  by  best  play  Black  ought  to  obtain  the  advantage. 

Cols.  9  and  10  deal  with  inferior  continuations  on  the  part  of  the  first  player,  while 
Cols.  1 1  and  12  contain  novel  analysis  to  demonstrate  that  a  defence  in  the  Three  Knights' 
Game  3.  ...  P — KKt3,  which  we  ourselves  have  favored  for  some  time,  is  unsatisfactory 
and  how  the  first  player  ought  to  take  advantage  of  it. 


THE  DOUBLE  RUY  LOPEZ,  FOUR  KNIGHTS'  GAME  AND  THREE  KNIGHTS'  GAMK.     43 


P—  K4 
P-K4 


P-K4 


P-K4 
P— K4 


IP— K4 


THE  FOUR  KNIGHT'S  GAME. 


?KKt-B3 
flOKt— 


B3 

?QKt-B3 
"KKt— B3 

nQKt-B3 
flOKt— 


B3 

?QKt-B3 
"KKt— B3 


nt- 
"K— 


Kt—  B3 
Kt-B3 


t—  B3 


KI—  B3 

qKt-B3 
"— 


Kt—  B3 


RUY  LOPEZ   CONTINUATION. 


Double  Ruy  Lopez  Defence    .....  k  -  .  ....      Cols.  I  to  4. 

^*B  —  Kt^ 

Second  Defence     .........  A  _   ....     Col.  5. 

"B  —  64  ? 

Third  Defence       ........     -  A  _         _    ....      Col.  6. 

^P—  QR3  ? 

Fourth  Defence     ......  A  _  __   ....      Cols.  7  to  ». 

Second  Continuation  ......     ^P~  Q4?  _  ....      Col.  9. 

Third  Continuation    .......     ^P—  QR3  ....    Col.  10. 

THE   THREE   KNIGHTS'   GAME. 

.v 

.P-K4  9KKt-B3  oKt-B3 

AP—  K4  "QKt—  B3  « 

Defence  ............     Q  _  .........     Cols,  n  to  12. 

UP—  KKt3 


44    THE  DOUBLE  RUY  LOPEZ.    FOUR  KNIGHTS'  GAME  AND  THREE  KNIGHTS'  GAME. 

0KKt-B3 


.P-K4 
IP— K4 


"QKt—  B3 


3^t— ^ 
Kt— B3 


•  B-Kts 


3 


Kt-Q5 


PxKt 


*B— Kt5 
-O— O 

Oo— o 

RKt-Q5  

OKtxKt !        3    °P— K5  ! 

7PxKt  pPXKt 

/P-K5 

nPXKt 


QPXP 


10 


BXP- 


'QPXP 
BXP 


'PXKt 


Q-B3 


QB-K2  5     QKt-Ktsq.   6     QO-O 

"PXKt—  «Q— Kt4  "P— B^ 


B—  B4 


7 


PXKt 


Kt-Q5 
KtxKt 


8     UBxKt 


5 

4fi— 64? 
^O— O 


6 


P—  QR3? 
BXKt 


°O—  O 
pKtXP 

pKtXP 

OR_K  sq.  ? 

7KtxKt 

°KtXP 
7KtXKt 

'QPXKt 
pB-B4! 

'Q-Q5 

0-0 

Op—  QKt4i  12 

"QxKKt 

B-K2 


.P-KKt3 

IQB— KKts 


p— B3  OB— 64 1      11 

R— K  sq.  ch.    .  nB— K3— 
K— Q  sq.      9~1UB— K2— 


KtXP 


B-B4_ 
Hp-Q3 

,0Q-Kt3 


10 


—  KB4 


B—  B4— 


D7 


11 


QP-Q4!       13 
OQ-KB4     14 


10 


P-KB4+ 


D 


Column  2.      Move  14 O— O— O. 

BLACK. 


i 


WHITE. 


Column  5.     Move  11  P— QB3. 
BLACK. 


WHITE. 


THE  DOUBLE  RUY  LOPEZ.    K)UK  KNIGHTS'  GAME  AND  II 1KKK  KNIGHTS'  GAMK.    45 


Col.  I/— The  same  position  may  be  arrived  at  in  the  PetrofTs  defence,  or  in  theQKt  opening,  or  in 
the  ordinary  Ruy  Lopez  by  a  transposition  of  moves. 

Col.  I. — This  attack  originated  with  Mr.  Paulsen.  It  was  greatly  in  favor  with  Zukertort,  who 
adopted  it  very  frequently  in  matches  and  tournaments. 

Col.  i. — This  excellent  defence  was  first  adopted  by  Gunsberg  against  Ranken  in  the  Vizayan- 
agaram  Tournament  of  London,  1883.  It  leads  to  an  easy,  even  game  by  proper  continuation. 

Col.  i.— If  8 KtPxP  ;  96— K2,   (better  than  9  B— R4,   9  PxKt ;  10  QxP,    10  B— R3  ;  11 

P_Q3  1,—for  if  ii  R-K  sq.,  n   R— K  sq.;  12  RxR  ch.,  12  QxR  ;  13  Q— KS,  13  B— QB4,  and 

wins,— 1 1 Q— RS  with  the  attack).  9 PxKt ;  10  BxP,  and  White  will  obtain  the  advantage 

sooner  or  later  by  P — Q4,  P — QB3,  and  P — QKt4,  which  prevents  the  doubled  Pawn  from  being 
dissolved,  as  occurred  in  the  above  mentioned  game  between  the  Rev.  C.  E.  Rankin  and  Gunsberg. 
This  game,  however,  ended  in  a  draw. 

Col.  i.  —Or  9  BXP,  9  PXB  ;  10  Kt— KS  (if  10  Kt— K  sq.,   10  B—  R3  ;  11  P— Q3,  u  R— K  sq.+), 

10 Q— Q4;  n    Kt— Kt4(ii  P— Q4?,  iiB-R3;  12  P— QR3,  12  B— R4!  +  ;  not  12 BxR, 

on  account  of  the  reply  PxB,  followed  by  P— QKt3) ;  1 1 P— KB4 ;  12  Kt— K3+,    12  Q— B2+. 


Col.  2.— Or  9  Kt— K5,  9  Q— Kt4  and  wins.  Or  9  Q— K2,  9  O— Q  ;  10  Kt— Q4,  10  QxKt ; 
ii  P— QB3,  n  Q— Q4 ;  12  PXB,  12  P— QR4  +. 

Col.  2.— Continued  15  R— K  sq.,  15  KR— K  sq.  ch.;  16  K— B2,  16  RxR  ;  17  KtXR,  176—64 
ch.  Or  15  P— 63  (if  15  P— Q4,  15  RxP  ;  16  P— 63,  16  R— K  sq.  ch.,  17  K— 62,  17  BxKt ;  18 
KXB,  18  R— Q6  ch.  +  ),  15. ..  .KR— K  sq.  ch.;  16  K— B2,  16  R— Q6  ;  17  Kt— Q4  (or  17  Kt— K 
sq.,  17  B— 64  ch.;  18  K— B  sq.,  18  R— B6  ch. ;  19  K— Kt2l,  19  R— 67  ch.;  20  K— Kt  sq.,  B— 

R6  and  mates  in  two  moves),  17 KB— QB4  ;  18  P— KR3,  18  BxKt  ch.;  19  PxB,  19  R— 20  B6 

ch.;  20  K— Kt2,  20  R— K7  ch.!  ;  21  K— Kt  sq.,  21  R  (K7)  —67;  22  PxB,  Black  mates  in 
three  moves. 


Col.  3.— Better  than  8 Q— K2  ch.;  9  K— Q  sq.,   9  Q— 63  ;   10  R— K  sq.    ch.,  loK— Qsq.; 

ii  P— QB3,  ii  B— 64  ;  12  P— Q3,  12  P— KR3  ;  13  B— Q2  +. 

Col.  3.— If  B-K2  White  replies  P— Q6. 

Col.  3.—  Or  ii  P— QB3,  ii   6—64;  12  P— QKt4,  12  B— Q3  !  +    (not  12 B— Kt3  ;  13  P— Q3, 

13  P— KR3  ;  14  P— Q6  !  ,  14  PxB  ;  15  6-64,  15  KR-KKt  sq.  !  ;  16  P— QB4,  with  a  powerful 
attack.) 


Col.  4. — If  9 B— Kt3  ;  10  Q— Kt4,  10  O— O  ;  (or  10 Q— 63  ;  n  P— Q4,  u  PxP?  ;  12  QB 

— Kt5,  and  wins);  u  QB— Kt5,  ii  P— 63  ;  12  B— R6,  12  Q— K2  ;  13  P— Q6,  13  PxP ;  14  6—64 
ch.,  with  a  very  good  position  for  the  P  minus.     Compare  Illustrative  Game   No.  I 


12.  Col.  5. — Black's  Pawns  are  now  weak.  Yet  he  has  nothing  better,  for  if  he  capture  the  KP  at 
once,  White  will  exchange  Knights  followed  by  BxP  ch.,  which  Black  dare  not  take  on  account  of 
the  answer  Q — 63  ch. 


13.  Col.  6— Better  than  9  R— K  sq.,  9  B— K3  ;  10  P— Q4,     10  Q— 64  ;  n  B— Kt5,    n  P— KR3 ; 

12  B-R4,  (or  12  Q-Q3;   12  Q— Kts)  ;   12. ..  .B— Q3  ;  13  P— KKt4,  13  Q— Kt3. 

14.  Col.  6.— Or  9.  . .  .Q— Q3  ;    10  Kt— 63,  10  Q— Q  sq.;  n  P— KB^'ii  B— K2  ;  12  P— 65-1-. 


46    THE  DOUBLE  RUY  LOPEZ.    FOUR  KNIGHTS'  GAME  AND  THREE  KNIGHTS'  GAME. 


P-K4                                  9KKt-B3 

qKt-B3 

12 

IP—  K4                                 "Q] 

789 

0 

10 

.P-QR3 

0 
11 

UKt-B3 
|B—  Kt5                                           AP~®4? 

P—  KKt3 
17       P—  Q4 

rKtxP                                np~Qs 

B-KtS 

,-KtXP 

JKKtxP                                          "Kt—  K2 
RKtxKt                pKtxBP?               B—  Q2 

1JP-Q5 
RKt—  K2 

OB—  Kt2 

OQ—  K2                DQ—  K2        16    OP—  Q3 
70—  0                  ,,0-0                     B—  Q3 

OB—  Q2 
yp-Q3 

6Kt-B3 
7KtxKt! 

KKt—  K2 
7P-KR4! 

'QXKt                 'QXKt                 'P—  QB3 
flR-K  sq.             pQ-K  sq.             npXP+ 

pKt-Kt3 

7KtPxKt 
18    pP—  K5 

'P—  KR3      21 

UB—  K2            UQ_K3+          UPXP— 

QKt-B3 

"Kt—  Kt  sq. 
gP—  KB4 

«KtXKt 

UQ—  Q3  !      15 

«P—  Q3         19 
jnQ~B3 

10B"Q4 

u 

O-O-O  +     D 

BXB 

11                   2O 

Q-^ch.+  E 

12                   22 

Column  ii.     Move  n.     O— O— O. 
BLACK. 


i        fit*. 


iW, 


^  i  m- 


Column  12.     Move  12    Q — Q4.  ch. 
BLACK. 


WHITE. 


WHITE. 


THE  DOUBLE  RUY  LOPEZ.    FOUR  KNIGHTS'  GAME  AND  THREE  KNIGHTS'  GAME.  47 


IB.     Col.  7.— If  9 Q— QB4  ;  10  P— QKt  4,  10  QxP  ;   H  Kt— Q5,  n  Q— 64  ;  12  KtxB+ 


16.  Col.  8.— Or  6. . .  .KxKt  ;  7  KtyKt,  7  KtxB  ;  8  Q— RS  ch.,  recovering  the  piece  with  a  P  ahead. 
Or  if  6 ....  KtxKt ;  7  QPxKt,  7  Q-K2  ch. ;  8  B— K3,  8  KtXB  ;  9  KtXR  followed  by  O— O  and 
R— Ksq.+ 

L7.  Col.  10. — A  favorite  move  of  Mr.  Gunsberg.  Its  apparent  object  is  to  prevent  in  the  continuation 
4 B— 64  ;  5  KtxP,  5  KtxKt  ;  6  P— Q4,  the  answer  6 B— Kt5« 

1.8.  Col.  10. — White's  position  is  identical  with  that  of  Black  in  the  previous  column,  with  the  excep- 
tion that  his  QRP  is  moved  one  square.  The  move  in  the  text  is  now  better  than  P— 63  which 
would  leave  a  weak  spot  at  QKt3- 


19.  Col.     1 1  -—Or  9 R— Kt  sq. ;   10  KB— QB4,  10  RxP  ?  ;  1 1  B— Kt$  + . 

20.  Col.      ii.— Continued  11 PxP  ;  12  PxP,    12  Kt— K2   (or  12 BxP  ;  13  KB— 64,13  Q— K2, 

i3KR-Ksq.+);   13  KB— QB4,   13  O— O  ;    14  P-K6,   I4?XP;   isBxPch.,  15  K— Rsq.;i6 

RXB  and  wins. 


21 .  Col.      1 2.  — As  Black  is  bound  to  castle  on  the  King '  s  side  he  cannot  allow  the  adverse  KRP  to  advance 

and  open  the  R  file.     P— KR4  is  also  inconvenient  as  White  would  reply  B — K2,  followed  soon  by 
P— KKt4. 

22.  Col.     12.— Continued  12. ..  .P— KB3  ;   13  O— O— O,  [13  B— K3  ;  14  P— RS,  14  P— Kt4  ;    15  P— 

KKt3+. 


48    THE  DOUBLE  RUY  LOPEZ.    FOUR  KNIGHTS'  GAME  AND  THREE  KNIGHTS'  GAME. 

n     v-  0KKt— B3  ,Kt— B3  JB~Kt5 

UK>_R? 4 


ISg 

Game  1. 

Paris   Chess    Con- 
gress, 1878. 

WINAWER 
ZUKERTORT. 


"QKt— B3 

Game  2, 

Match,  1886. 

ZUKERTORT 
STEINITZ. 


>Kt-B3 

^  Game  3. 


Game  4. 


New  York  Congress, 
1857- 


International   Chess 
Magazine, 
May,  1888. 

MAXJUDD  PAULSEN 

STEINITZ.  MORPHY. 


Kt-Q5 


-B4 


n 


KtxKt 
PXKt 


1  Kt-Qs 
pKtXKt 

"BxKt 
nP-QB3 


B-Kt3 


11 
12 


B-Kts 


P—  KB3 
B-R6 


—  K.a 


KB— B4ch. 
'K— R  sq. 

P— B4 


i# 


-BS 


AUp_QKt4 

iqB^5 

^«QR-Ktsq. 


9?P-KR4 
^JOp_Ktc 


KtPxBP 
BXQBP 


25- 


RXP 


Q-R3          5 
QR-QR4    6 

abp--R4 

KR-KR4 

fl  /  P— B6  dis.  cb. 

K-Ktsq. 

&QB 


30 


B-R3 
R— KKt4 

QR-K  sq.!7 
KRxP  D     8 


Kt-Qs 


fa 


KtxKt 
PXKt 


'KtxKt  5  6 

rPXKt 

P— K<; 


PXKt 
QXP 


1O 


'QPXP 

BxPch. 


10 


QPXP 
B-Q3 


B- 


12 


—  Kt2       13 


,B— B  sq.     14 


15 


-     sq. 


KR— Ksq.15 

'B-Q4        16 
rBxP  ch.     17 


18 


>-RS 


K-Ktsq. 


|Q— R7  ch.  18 

QZR5  ch. 
•K-K2        19 
,R-K3  ch. 


Q-R8ch 


,B-R6D   2O 


—  K2 


21 


22 


R—  K  sq.  ch. 


Q—  R2 

QXQch. 


Game  1—  Cont'd. 


White  wins.       9 


Game  2-Confd. 

31P_QB4 

32pZ^        23 

White  resigns. 


Game  3-Confd. 


R—  B8 

White  resigns. 


o-o 

Kt-Q4      24 


LQ-Kt3      25 
|PXB 

,Q  -K3 


P-QKt3 


15 


B"Kt2 


R- 


-Q6 
-B 


—R6 


19 


B-Q6 
R-R3        26 


—  Q 

-K 


27 


28 


«AP_  KB4 

99R-Kt3 

^R-B2 


,  Q— R8  ch. 
•QXQ  ch. 


R-R3 


27 


D 
0-0-0  29 


flOp_B4        30 

SO^p 


0-0 


31 


nKtXP 

°R— Ksq.   32 


'QPxKt 
pB— B4        33 
"P— QKH   34 
qB— K2       35 

"KtxP 
nKtxKt 


36 


37 


,  j  B—  B3 
11R-K3 


1  ? 

" 


P-B3 


i  n 
10B 


—  Kt3 


-2        38 
2       39 


1  r°xP 

•IOB-Q 

R-R 

•I  DQR—  K  sq 

Q-R6       40 
I/QXBD      41 


R—  Kt3ch. 
K-R  sq. 
B—  R6 
R-Qs.    42 


K-Kt 


sq. 


—  B 


sq. 


23 
24 

M 


:h.  43 
K— Kt  sq. 
B— R6dis.  ch. 
K— R  sq. 

~44 


Q-B  sq. 


R-R3 
.P-Q4        ^5 

'""^Q 


TllK  DOUBLE  RUY  LOPEZ.    FOUR  KNIGHTS'  GAME  AM)  TIIK1.I    KNKiHTS1  CAME.  49 

Winawer  v.   Zukertort. 

Game  I .  —  Compare  Col .  4  and  Note  1 1 . 

Game  i.— B— B2  was  preferable,  for  the  B  is  now  exposed  to  the  attack  of  hostile  Pawns. 

Game  I.— Much  better  than  ByP,  though  the  latter  was  also  safe. 

Game  I. — This  is  play  of  the  highest  order. 

Game  i.— If  25. . .  .BxR  ;  26  BxB,  26  R—  Kts  (or  26.  . .  .Q— R3  ;   27  BxRP,  etc.);  27  BxQ,  27 

RXQ  ;  28  B  -63,  28  R— K4  ;   29  P— R6,  29  KR-K  sq. ;   30  B  -Kt3,  with  an  excellent  attack. 
Game  i.— An  excellent  move  which  retards  the  development  of  Black's  B  and  gives  White  time  to 

form  his  K  side  attack. 

Game  I. — His  game  was  lost  ;  but  R — 63  was  his  best  resource. 
Game  I. — Masterly  play,  though  not  very  deep,  for  it  threatens  double  ch.  mate  at  once  by  R — Kt8. 

It  forms  a  well  worked  out  link  in  the  elegant  chain  of  Winawer's  combination. 
Game  i.—  Continued  31 ...  .KxB  ;  32  Q— Kt4  ch.,  32  K— R  sq. ;  33  PxP,  33  B— Q6  ch. ;  34  K— 

B  sq.,  34  QB  -KB4  ;  35  Q-R4,  35  R— *7  ;  3°  R— Q4,  36  B  -Q  sq. ;  37  Q-Kt3. 


Zukertort  v.  Steinitz. 

Game  2.— If  9  PxQP,  9  PXP  threatening  to  capture  the  R  with  a'ch.  And  if  9  PxKtP,  the  B  re- 
takes with  a  powerful  attack. 

Game  2. — Threatening  to  win  a  piece  by  Q — K4,  but  not  as  good  as  B— K2. 

'Much  better  was  P — QB3,  with  the  object  of  retreating  B — 62,  and  then  advancing  P — ^4. 

Game  2. — Black  threatened  Q — K4,  and  the  only  other  move  was  P — QB3,  whereupon  Black  could 
force  an  attack  by  P-KB4. 

Game  2. — Driving  the  adverse  Q  somewhat  out  of  play,  for  obviously  Black  dare  not  reply  Q — B6 
on  account  of  the  rejoinder  BX?  ch. 

Game  2.— If  15 QxP  ;  16  B— Q2,  threatening  R — R  sq.,  followed  by  B— QB3,  winning  the  Q, 

with  a  strong  attack. 

Game  2.— Much  better  was  now  16. . .  .QXP,  with  the  probable  continuation  :  17  BxB,  17  PxB  ; 
18  Q-K4,  18  P— KKt3  ;  19  Q  -Q4,  19  Q— R6  ;  20  P— QKt4,  20  P— QB4+. 

Game  2. — This  sacrifice  is  unsound,  but  Black  had  clearly  the  best  of  the  game  anyhow. 

Game  2.— White  could  recover  the  piece  by  BxB  followed  by  P — QB4,  but  Black  would  afterward 
pLy  Q— Q7  with  great  advantage. 

Game  2 . — In  the  actual  game  a  series  of  repetition  moves  were  made  on  both  sides.     ' 

Game  2.  -Unavailing  ;  but  24  R  -  Kt3,    24    R— K2  ;   25  RxP,  25  RxR  ;  26  B — R6,  26  K— K2  ; 

leads  to  the  same  position  as  occurred. 

Game  2.— Best.    If  24 PX^  ;  25  QxBP  ch.,  25  B— 62  ;   26  QxRP  ch.,  26  K- -Kt  sq.;    27  R  — 

R3,  27  B— I<4,  (or  27 Q— 1<4  ;  28  R-Kt3  ch.),  28 Q— Kt5ch.,  28  K— Esq.;  29  R— R8ch.,  win- 
ing the  Q,  and  though  Black  has  three  pieces  for  it,  the  three  passed  Pawns  and  the  exposed  posi- 
tion of  Black's  King  make  White's  game  very  strong. 

Game  2.— If  QxP  ch.,  then,  of  course,  Black  replies  B— B2,  threatening  R — KKt  sq.,  etc. 
Ga.we  2.— Black  threatens  PxP  followed  by  R  -R6,  and  all  the  Pawns  on  the  Queen's  side  must 
fall. 


Judd  v.  Steinitz. 

Game  3.— If  10  QxP,  he  loses  a  piece  by   10 R— K  sq. ;  II   Kt— KS,    n    B—Q3;  followed  bv 

P-KB3. 

Game  3.— We  prefer  now  u  ...  .Q— Q4  ;  12  PxB,  12  P-QR4;  followed  by  B-R3. 

Game  3.— Threatening  R— Kt3- 

Game  3.— He  ought  to  have  still  continued  with  20  R— Kt3,  for  if  20 QXQ  ;  21  RxP  ch.,  21  K 

— R  sq,;  22  RXBP  clis.  ch.,  22  K-JCt  sq.  (or  22. ..  .Q— K4  ;  23  RxR  ch.,  23  K— Kt2  ;  24  JXQ 

ch.,  24  KxR  ;  25  BxP  +  ).  23  R— Kt7  ch.,  and  draws. 

Game  3.— As  White  evidently  aimed  at  the  square  where  this  P  stood,  it  was   best  not   to  givo  up 

the  P. 

Game  3. — Better  was  R— R2,  but  then  Black   would  have  played   P— KR3,    followed  by  doubling 

Rooks  against  the  KRP,  which  would  also  be  further  attacked  by  the  B  if  White  in  the  meanwhile 

( 'Continued  on  page  51.) 


So    THE  DOUBLE  RUY  LOPEZ.    FOUR  KNIGHTS'  GAME  AND  THREE  KNIGHTS'  GAME. 


GAME  No.  I. 

Move  30.     KRXP- 

BLACK — ZUKERTORT. 


GAME  No.  2. 

Move   24.     B — R6. 

BLACK— STEINITZ. 


M/s.  *'////////,"""'<///.'////,    ""   ' '  r/////'//,""""' 


WHITE— WINAWER. 


WHITE— ZUKERTORT. 


GAME  No.  3. 

'Move  26....R— KKt4. 

BLACK— STEINITZ. 


GAME  No.  4. 
Move  17 QXB. 

BLACK— MORPHY. 


Hi  W 

^  s  ^^  ^ 

«1  i 


WHITE — MAX  JUDD. 


WHITE — PAULSEN. 


THE  DOUBLE  RUY  LOPEZ.    FOUR  KNIGHTS' GAME  AND  THREE  KNIGHTS' GAME.     51 

(Continued from  page  49) . 

castled.     It,  however,  27  P— R6,  27  RxP  ;  28   PxP  ch.,  28  K— Kt  sq.;  29  O--O— O,  29  Kxl'i 
30  QR — R  sq.,  30  P — K6,  and  wins. 
.     Game  3. — After  this  White's  game  is  untenable. 


Paulsen  v.  Morphy. 

Game  4--5  KtxP,  5  KtxKt!;  6  P-Q4,  6  B-QKts  5  7  PXKt,  7  KtX?  ;  8  Q— Q4,  8  KtxKt  (or  8 
.  ...BxKtch.jgPxB,  9  Kt— Kt4  ;  10  B— R3,  10  Kt-K3  ;  11  Q-K4,  n  Q— Kt4 ;  12  P— Kt3  +  ); 

9  PXKt,  9  B— K2  ;  10  QB— KB4!  is  also  greatly  in  White's  favor. 

Game  4. — Black  recovers  his  P,  now  given  up,  but  greatly  at  cost  of  position. 

Game  4. — Though   apparently   losing   time  this  is  excellent  play,    as  it  compels  the  opponent  to 

advance  his  QKtP,  which  makes  Black's  position  oh  the  Queen's  side  very  weak. 

Game  4.— Forced.     If  8 KtxP  ;  9  KtxKt,  9  RxKt  ;  10  BxP  ch.,  and  should  win. 

Game  4. — The  only  move,  but  more  than  good  enough.     If  9  B — Kt3,  9  QB — KKt5  ;  10  Q — K  sq., 

10  P— Kt$  ;  ii  P— KR3,  11  B— R4  ;  12  P— Kt4 ;  12  B— KKt3+. 

Game  4. — A  weak  move  at  present,  though  remarkably  strong  if  reserved  after  playing  P — QB3  at 

this  point,  which  would  have  given  WJhite  the  superiority  by  far. 

Game  4. — This  allows  the  adversary  to  block  White's  pieces  for  a  long  time.     Much  better  was  12 

P— Q3,  12  P— Kt5  (there  seems  nothing  better)  ;  13  B— K3,  and  if  13 BxB  ;  14  PxB,  14  RX 

P  ;  15  Q— Q2+. 

Game  4.— Better  than  15.  ..  .P— QR4  ;  16  BxP,  16  B— R3  ;  17  P— Kt$,  17  RxB  ;  18  PxB,  18 
R  —  K3  ;  i^P— QB4,  19  QR— K  sq.;  20  B— R3,  with  the  superior  game. 

Game  4. — On  principle  he  ought  to  have  seized  the  very  first  opportunity  for  dislodging  the  adverse  ,), 
which  hampered  his  development.  Q — R6  at  once  would  have  completely  turned  the  tables  and 
Black  would  never  recover  from  the  bad  position  of  his  Pawns  on  the  Q  side.  Supposing  16  Q — R6, 
i6Q-Kt3orB4(or  I6....QXQ  ;  17  RxQ,  17  QR— K  sq.;  18  B— Kt  4,  18  R-K2  ;  19  BxB, 
19  RXB  ;  20  P — Q4,  and  must  win,  for  with  due  precautions  White  will  be  able  to  support  his  QP 
sufficiently  and  then  advance  P— QB4)  ;  17?— Q4,  17  QR— K  sq.;  18  B— K3,  18  P— QB4;  19  PxP, 
19  BxP  5  20  Q— Kt7,  20  B — Q3  ;  21  P— QB4,  with  a  winning  advantage. 

Game  4. — White  cannot  be  blamed  for  not  seeing  the  most  wonderful  combination  that  the  opponent 
had  prepared.     The  move  in  the  text  was  very  forcible  still.     But  Q — Q  sq.  was  now  the  only  right 
move,  whereupon,  no  doubt,  Black  would  have  answered  P — QB4,  with  the  better  game. 
Game  4. — One  of  the  most  charming  poetical  Chess  compositions  that  has  ever  been  devised  in  prac- 
tical play. 

Game  4. — Of  course  if  R— Kt  sq.,  Black  takes  and  mate  follows  in  two  more  moves  by  R — K8  ch. 
But  full  justice  has  not  been  done  to  Morphy's  extraordinary  position  judgment,  which  shows  it- 
self on  examination  of  the  following  lines  of  defence  :  20  Q— Q3,  20  P— 64  ;  21  Q  -64  ch.,  21  K— 
B  sq.;  22  Q— KR4  (or  22  Q— KB4,  22  BxR  !;  23  QxP  ch.,  23  R— 63  ;  24  QXRP,  24  R— K8, 
and  wins),  22  BxR  ;  23  QxP,  23  K — B2,  and  wins  either  by  R — K8  or  B-  R6  accordingly. 

Game  4.— Black  would  have  won  much  more  elegantly  by  22 R — Kt7  (threatening  RxRP)  ;  23, 

Q— Q3,  23  RxBP  ch. ;  24  K— Kt  sq.,  24  K— Kt7  ch.;  25  K  moves,  25  R— Kt8  mate.  We 
think  it  right  to  mention  that  this  variation  was  first  discovered  by  the  author,  though  it  was  after- 
ward claimed  by  another  player  now  deceased. 

Game  4. — After  this  White  must  give  up  the  Queen  again,  and  his  game  is  hopeless. 
Game  4. — His  best  defence  was  now  K— Kt2. 
Game  4.— For  if  29  BxB,  29  R  (R3)XP  ch.,  and  the  other  R  mates  next  move. 


52     THE  DOUBLE  RUY  LOPEZ.    FOUR  KNIGHTS'  GAME  AND  THREE  KNIGHTS'  GAME. 

Game  5.          Game  6.  Game  7. 


London    Chess    Con- 
gress, 1883. 

v] 
ENGLISCH 

ROSENTHAL. 
P-K4 

I'tenna    Chess    Con- 
gress, 1872,  / 

V 

ROSENTHAL 
STEINITZ. 

9QKt-B3 

Game  6—  Cont'd. 
99Kt-B2 

London  Chess  Con 
gress,  1883. 

BLACKBURNE 
STEINITZ. 

Game  7—  Cont'd. 

lp-K4 
«KKt-B3 

*QKt-B3 

"QKt—  B3 
0Kt—  B3       55 

.B—  Kt5 

Jp-KKt3 

.0-0 

,-KtxP 

«P-Q3 

B^K32 

UUQ—B2 

9qP-B5         60 

7B_Kt5      47 

n  TT-  -I?-  j    T/'/>  e./5 

^JVJVL  JV^     OO 

KB-QB4  57 

^UP—  KKt4 
9  .QR-Q  sq. 

Kt—  B3      64 
7B-K2         65 

'BxKt         48 

'P-Q3 

flo-o 

Q-Kt3 

'O—  0 

flo-o 

P—  KR3 
QQB-KR449 

"0-0 
gP-KB4 

25R__Q4 

»Kt-K2 
QB-B3 

"B—  Kts 

1(1B-Q3        58 

97R-Q  sq. 

Jp-Q3        66 

1"B-Q2?      SO 
..R-Ktsq. 

lUp_Q4 
11PXP 

"/QXBP 

lOKt-Q2      67 
.  .  B—  R6 

-Up—  QKt3     51 

KtXKt 

28B-Q4 

llKt-K4 

12R_Ksq. 

4  qR—  K   SC1- 

P-B3 

"«R—  Ksq.  D 
SUB—  62 

1"KXB          68 
.  nB~K2 

1  "P—  KKt4 
4  jKtxP         52 

13R_Qsq. 
Q_B2 

n  .  B—  B  sq.     61 

Up-KB3      69 
,  .P—  B4 

4  I.BXP  D 

^^—65       59 

K  —  JSJ 

^QR-Qsq. 

A"UE>v/r>              c  *% 
JL  /\Jt                  OO 

,DPXP 

Q_KB2 

O^Q_B7        62 

10P_B3         70 
1RB-B4 

iOR_K4       54 

K7-BB34 

niQ—  KtSch. 

1DB-Q2 
4  yBxKt 

uur\     K  so     72 

9QR-Q3!      73 

1'KtxP 
.  oP-KB4 

17p-QKt3 

0_Kt3 

RXB 

^URXP          74 
9  .R-R3  D  75 

BX^3 

18Q-B3 

,,P-KR4 

l"Kt-Bsq. 

.  QP-KS      71 

L  4g_K2       76 
9(-Q—  R6ch. 

iOQXB 
,onBxKt&wins. 

nRKR-Ksq. 

Q7Kt-Q3?    63 

9RKt—  K6ch. 

"OK—  Kt  sq. 
9RR—  B8ch.  and 

zu 

Iw 

U/QXKtP 
Black  wins. 

O  4      ^ 

""White     mates 
next  move. 

—  KR4 


THE  DOUBLE  RUY  LOPEZ.    FOUR  KNIGHTS'  GAME  AND  THREE  KNIGHTS'  GAMK.  53 
Englisch  v.    Rosenthal. 

Game  5. —We  prefer  Kt— K2  which  prepares  P—QB3,   and  with  tin-  vicw-.t'  biin-in/  this  Kt  to 
Kt3. 
Game  5. — As  usual,  it  was  unadvisablc  to  exchange  the  B  for  a  Kt.     The  correct  play  was  Kt 

K2. 

Game  5.— B— K3  would  be  our  choice.      If  Black  had  played  well  he  would  have  neutralized  the 
advantage  of  the  two  Bishops. 

Game  5. — Weak.      He  could  have,  at  least,  equalized  the  game  by  BxKt  followed  by  P— KKt4, 
which  would  have  kept  White's  QB  shut  in. 

Game  5. — Waste  of  time  which  could  have  been  better  employed  by  R — K  sq.  at  once,  for  instance. 
Game  5. — A  bold  sacrifice,  butwe  doubt  its  absolute  correctness. 

Game  5. — With  this  imprudent  exchange  he  justifies  White's  venture  in  actual  play.      But  analysis 
would,  we  think,  prove  that  15. . .   QKt — Kt  sq. ;    16  Q — B3,   (we  see  nothing  more  promising),  16 
. . .  .K— Kt2  ;  17  Q— Kt3,  17  Kt— R4;    18  Q— R4  18  P— KB3  is  in  Black's  favor. 
Game  5. — As  good  or  bad  almost  as  anything  else  for  White  is  sure  to  obtain  an  irresistible  attack 

by  r— KB4.  If,  for  instance  now,  18 P— QR3  ;  17  BxKt,  17  BxB  ;  18  P— Q5,  18  B  -Kt2  ;  19 

Q—  Q4  ;  19  K — Kt2  ;  20  R — K3,  with  a  winning  attack. 


Rosenthal  v.  Steinitz. 

Game  6. — By  a  transposition  of  moves  a  Three  Knights'  game  position  is  soon  arrived  at. 

Game  6. — In  Col.   12  we  give  18.  .  .  .KKt — B3  ;    as  Black's  best  move,  but   neither  is  satisfactory, 

and  we  think  the  King's  fianchetto  will  have  to  be  abandoned  in  the  Three  Knights'  game. 

Game  6. — Anyhow   wrong,  for    this   B  is  better  placed  at  K2  in  this  opening.      But   the  strong-. 

est  move  at  this  juncture  is,  we  believe,  P — KR4. 

Game  6. — Much  superior  was,  undoubtedly,  Q — Q3. 

Game  6. — Of  course  if  P — QB4,  White  would  first  attack  the  Q  by  B— K4. 

Game  6.  —This  advance  is  very  weak  and  soon  causes  the  loss  of  this  P. 

Game  6.— Forced.     If  R— K  sq.,  Black  would  still  capture  the  B  followed  by  Q  -Kt8  ch. 

Game  6. — Threatening  RxKt. 

Game  6. — Accelerating  defeat,  but  his  game  was  already  untenable  as  he  was  two  Pawns  behind 

with  by  far  the  mipcriec.  position. 


Blackburne  vs.  Steinitz. 

Game  7. — Up  to  this  the  moves  of  both  parties  are  identical  with  those  in  the  foregoing  game  with 
the  exception  that  White's  2d  and  3d  moves  were  reversed  in  actual  play. 
Game  7.— Compare  Col.  12  for  the  stronger  continuation  7  KtXKt. 

Game  7. — Much  better  was  9. . .  .P — Q4-  If  White  exchanged  in  the  centre  it  would  have  led  to  a 
position  very  similar  to  that  arrived  at  in  the  previous  game  on  Black's  I2th  move  with  the  position 
of  the  defence  slightly  superior.  If,  however,  White  advanced  P— K$,  the  Kt  could  retreat  to 
Q2,  with  an  even  game. 

Game  7.—  Much  inferior  to  Kt — K  sq.,  followed  by  P — QB3,  in  case  White  replied  B— R6,  after 
which  Black  would  obtain  an  excellent  game  by  P — KB4- 

Game  7.— No  more  satisfactory  was  12 KtxBch.;    I3  KtXKt,    I3  KxB  ;    14  Q— Q4  ch.,   14 

K— Kt  sq  ,  (if  14 P     KB3  ;  15  Kt— R4,  or  Q2  followed  by  P— KB4,  with  a  strrong  attack) ;  15 

Q— B6,  15  B— K3)  or  15 Kt— B3  ;  16  QxQ  followed  by  Kt— Qs);  i6Kt— Q4,  with  an  excellent 

attack,  for  if   16 Kt— B3  ;  17  QxQ,    17  QRXQ    (if  KtXQ   White  answers  effectually    Kt— 

Kt5);    1 8  KtXKt  with  the  superior  game. 

Game  7.— If  13.  ..  .P-  KB4  ;  14  P— KB4,  14 KKt— 63  ;  15  PX?,  15  KtX?  ;    16 
Kt ;    17  Kt— Q5,  with  a  fine  attack. 

(Continued  on  page  5 5.) 


54    THE  DOUBLE  RUY  LOPEZ.    FOUR  KNIGHTS'  GAME  AND  THREE  KNIGHTS'  GAME. 


GAME  No.  5. 

White's  1 5th  move.     OBxKtP. 

BLACK— ROSENTHAL. 


WHITE— ENGLISCH. 


GAME  NO.  6. 

Move  29  ....R — K  sq.. 

BLACK— STEINITZ. 


•  I 

"///,        w//. 


Ill    ill     is     i» 


GAME  No.  7, 

Move  24  R — R3. 

BLACK — STEINITZ. 


WHITE— ROSENTHAL. 


WHITE— BLACKBURNE. 


- 


1  HE  DOUBLE  RUY  LOPEZ.    FOUR  KNIGHTS'  GAME  AND  THREE  KNIGHTS'  GAME.     55 

(Continued from  pagf  53) . 
( lame  7. — This  weakens  the  QP.     B — Q2  at  once  was  certainly  better. 

(lame  7.— A  puzzling  plan  of  attack,  but  not  as  correct  and  sure  as  OKt— K2,  threatening  Kt— 
KB4  and  preparing  P — QB4. 

Game  7.— This  was  a  grave  error.     22  . .  .  Kt— Kt3  ;  23  Q— B6  ch.  (if  23  Kt— K*  or  R— Q3,  Black 

may  safely  answer  RxP),  23 K— Kt  sq. ;  24  Kt— K4,  24  Kt— (^4  ;   25  RxKt  (nothing  better), 

25  PxR  J  26  Kt— Kt5,  26  R — Kt2  was  sufficient  to  secure  Black's  superiority. 

Game  7. — A  beautiful  move  that  carries  the  victory  by  force. 

Game  7. — 23. . .  .P — KR3  was  the  only  hope,  though  not  of  much  use  against  best  play  on  account 
of  the  continuation  ;  24  Q— B6  ch.,  24  K— Kt  sq.  (if  K— R2,  White  answers  Kt— K4,  threatening 
Kt — Kt5  ch.  followed  accordingly  by  R— R3  ch.  or  Kt — 67)  ;  25  R— Kt3,  25  R— Kt2  best  (if  25 

RyP,  White  wins  by  26  RxP  ch.,  26  OxR,  followed  by  27  Q— B8  ch.  and  R— 67  ch.)  ;  26 

Kt— K4,  with  an  irresistible  attack. 

Game  7. — This  powerful  stroke  leaves  Black  without  resource. 

Game  7.— Giving  an  opportunity  for  a  brilliant  finish.     But  there  was  no  help.     If  P— KR4,  White 

of  course  would  reply  RxP,  and  24 R— K2  was  equally  useless,   as  Black  would  answer  Q — R6 

ch.,  followed  by  Kt— K4,  winning  easily. 


THE  SCOTCH  GAMBIT. 


This  opening,  which  is  one  of  the  strongest  in  practical  play  as  well  as  in  theory,  is 
already  mentioned  by  old  Italian  writers,  but  derived  its  name  and  its  introduction  into 
public  favor  chiefly  from  the  match  between  Edinburgh  and  London  played  in  1826-28. 
The  most  formidable  attack  in  this  opening  is  the  one  in  which  the  P  is  immediately 
retaken  on  the  fourth  move,  thus  opening  the  Q  file  for  White  and  liberating  the  KBP  for 
a  timely  advance.  We  think,  however,  that  our  new  defence  pointed  out  in  Col.  3  with 
its  simplifying  tendencies  ought  to  give  the  second  player  a  satisfactory  game  which,  at 
/any  rate,  does  not  subject  him  to  such  complicated  attacks  as  Black  has  to  sustain  in 
most  other  variations.  First  in  order,  however,  we  have  placed  an  entirely  new  line  of 
development  for  White  in  answer  to  a  move  which  we  have,  ourselves,  favored  in  practice 
almost  invariably,  namely:  4.  .  .  .Q — RS-  The  propositions  which  we  make  in  Cols.  I 
and  2  for  the  purpose  of  counteracting  this  sally,  initiate  a  new  line  of  attack,  resting 
chiefly  on  the  strength  of  White's  combined  two  Bishops  and  Black's  inability  to  castle 
in  time.  It  seems  to  us  that  the  form  of  attack  which  we  suggest  has  the  advantage  of 
reducing  Black's  resources"  practically  to  one  main  line  of  play  on  the  5th  move,  and 
again,  later  on,  the  defence  has  no  better  option  than  to  exchange  B  for  Kt  and  to 
leave  White  with  the  powerful  combination  of  two  Bishops.  White's  Kt  is  also  then 
better  posted  for  the  attack  against  the  weak  QBP  by  being  placed  at  QBj,  whereas  in 
other  variations  the  Q2  square  forms  the  basis  of  operations  for  White's  Kt  and  the 
recovery  of  the  P  is  made  more  difficult. 

In  the  next  two  columns  the  idea  of  advancing  7.  .  .  .P — Q4  with  the  view  of  giving 
up  the  QBP  is  examined.  Col.  5  represents  the  leading  form  of  Black's  counter  attack 
as  suggested  by  Herr  von  Gottschall  in  the  Deutsche  Schachzeitung  which  rests  chiefly 
on  the  move  12  ...  .Kt — Kt5.  In  Col.  6  we  propose  quite  an  original  line  of  play  in- 
volving the  sacrifice  of  a  R  for  Black.  We  think  that  this  variation  if  adopted  in  practice 
is  likely  to  lead  to  various  brilliancies.  The  fact  that  White's  Kt  is  out  of  play  practically 
reduces  the  sacrifice  to  that  of  the  exchange  only,  and  the  undeveloped  state  of  White's 
game  and  his  inability  to  castle  seem  to  us  to  give  Black  sufficient  attacking  compensa- 
tion for  the  venture. 

In  Col.  7  we  differ  again  from  the  authorities  who,  we  think,  for  insufficient  reasons, 
let  the  QKt  be  developed  at  QR3,  instead  of  in  the  natural  way  at  QB3.  It  seems  to  us 
that  the  sacrifice  of  the  P  which  we  afterward  recommend,  gives  White  a  powerful 
attack. 

In  the  next  three  columns  we  dispose  of  three  different  lines  of  attack  with  some 
novel  modifications  in  each  and  demonstrate  them  in  favor  of  the  the  defence.  But  in 
Col.  u,  which  is  a  variation  of  Col.  10,  the  attack  wins  on  account  of  an  unfavorable 
move  for  Black,  which  hitherto  has  held  good  in  theory  and  practice,  owing  to  the  sim- 
ple move  1 1  B — B2,  which  we  propose,  having  been  overlooked. 

Finally  in  Col.  12  we  analyze  in  a  new  way  the  strongest  continuation  in  this  form 
of  opening,  namely  :  7  B — Kt5,  and  we  think  we  show  satisfactorily,  though  in  a  novel 

manner,  that  White  ought  to  obtain  the  advantage. 
*6 


58  THE  SCOTCH  GAMBIT. 

In  Col.  1 3  we  think  the  Fraser  attack  in  the  Scotch  Gambit  receives  a  fair  answer, 
showing  that  the  second  player  ought  to  maintain  the  P  without  being  subjected  to  much 
disadvantage  in  position.  In  the  other  columns  of  that  page  we  have  made  different 
selections  from  variations  already  known  with  slight  alterations  and  additions. 

In  Col.  19  we  show  that  an  attack  by  6  B — KKt5  which  hitherto  has  been  held  to 
lead  to  an  even  game  is  untenable  and  leads  to  disaster  if  continued  with  our  new  move 
8.  .  .  .K — Q  sq.  Col.  20  is  an  ingenius  variation  quoted  from  the  Chess  MontJily, 
but  not  taken  up  in  books  on  the  game  as  far  as  we  are  aware.  Col.  2 1  was  already 
given  in  the  International  Chess  Magazine  in  a  game  between  Senor  Golmayo  and 
Captain  Mackenzie,  but  has  not  otherwise  been  mentioned  in  theoretical  treatises.  In 
Col.  22  we  endorse  a  defence  hitherto  held  weak,  while  another  which  was  considered 
the  best  is  in  the  next  two  columns  proved  to  be  unfavorable,  and  new  lines  of  play  not 
yet  noticed  are  introduced  into  the  columns  with  notes. 

Cols.  25  to  27  contain  novelties  by  Professor  Berger  first  published  in  the  Inter- 
national Chess  Magazine.  Col.  28  is  taken  from  a  game  between  the  author  and  Zuker- 
tort.  Some  original  analysis  will,  however,  be  found  in  the  last  two  columns  of  that 
table. 

In  Col.  3 1  we  propose  to  show  that  the  capture  of  a  P  which  hitherto  was  con- 
sidered unsound  may  be  safely  adopted,  and  by  a  little  alteration  in  the  continuation 
offered  by  the  authorities  for  the  defence,  we  think  that  we  prove  our  contention.  In 
the  next  column  a  line  of  play  which  occurred  between  Messrs.  Rosenthal  and  Bird  is 
quoted  and  contains,  we  believe,  the  best  moves  on  each  side  in  that  variation.  Col.  33 
gives  a  new  successful  defence  to  a  theoretical  attack  while  the  next  column  shows  that 
the  hitherto  authorized  defence  merely  leads  to  an  even  game.  Col.  35  contains  some 
explanatory  additions  of  a  complicated  counter-attack  as  examples,  and  in  Col.  36  the 
last  two  moves  on  each  side  are  new,  and  we  believe  a  great  improvement  for  the  defence 
of  Count  Vitzthounes'  attack. 

In  Col.  37  the  defence  5.  .  .  .Q — 63  in  last-named  attack  is,  we  believe,  shown 
to  be  dangerous  at  least,  though  it  used  to  be  approved  of  by  the  authorities.  The 
next  two  columns  contain  obsolete  defences  which,  however,  are  of  some  theoretical 
value,  being  treated  in  a  new  manner  and  may  be  of  use  to  beginners.  In  Col.  40,  how- 
ever, 4.  ...  B — Kt5  ch.  seems  to  us  to  be  quite  as  good  as  4.  ...  B — 64,  and  perhaps 
even  better,  for  we  believe  that  the  main  line  of  attack  by  6  O — O  which  used  to  be 
dreaded  formerly  is  sufficiently  met  by  our  new  answer  6.  .  .  .Q — 63.  The  next  two  col- 
umns show  the  result  of  other  defences  and  end  favorably  for  the  attack. 

On  the  next  table  the  most  noteworthy  innovations  are  those  of  Col.  46,  as  the  same 
position  may  arise  in  the  Danish  Gambit  and  we  propose  to  show  by  a  new  process  that 
the  two  Pawns  may  be  maintained  without  danger.  In  the  following  columns  of  that 
table  we  show  the  danger  of  other  defences  that  have  hitherto  been  recommended,  and 
especially  the  line  of  attack  in  Col.  48  will  be  found  interesting. 

In  the  last  table  some  inferior  defences  are  examined,  chiefly  by  our  own  inde- 
pendent analysis,  and  in  some  variations  our  conclusions  differ  from  those  of  former 
authors. 


Tin:  SCOTCH  GAMBIT. 


59 


,KKt-B3 


The  Pawn  is  taken  with  the  Pawn      0 

•PXP 


First  Continuation 

First  Defence  (Counter 


Second  Defence 


4 


KtxP 


Third  Defence 

Second  Continuation       -     -     -     - 

First  Defence 

Second  Defence       .... 

Third  Defence 

Fourth  Defence        .... 
Third  Continuation    -     -     -     -     - 

First  Defence 

Second  Defence        .... 

:  Pawn  is  taken  with  the  Knight    Q 

»KtxP 

First  Continuation 


41 


4g=ET 


V-B3? 


3- 


-5 


.QKt-B3! 


5 


KKt-B3' 


5 


Kt— 


rB-K3 

OQ=KT 

CB-K3 


—  '-^trP  "  V— 


5 


1B— Kts  ch. 


5 


B-QB4 


«PXP 


OKI— B3 


4 


Second  Continuation 


KtxKt 


-  -  Cols,  i,  2. 

-  -       Col.  13. 

Col.  14. 
Cols.  15  to  18. 


. 


-  -  Cols.  4  to  12. 

-  -    Cols.  29,  30. 
Cols.  19,  25  to  28. 

Cols.  20  to  24. 

-  Cols.  3i  to  57. 

-  -     .       Col.  38. 

-  -     .       Col.  39. 

Cols.  40  to  45. 

-  -     Cols.  47,  47. 

-  -     -       Col.  48. 


Cols 


Col.  53. 


6o 


THE  SCOTCH  GAMBIT. 
0KKt-B3 


KtxP 


IP—  K4 

1                 2 

f  A 

ft  S~\  I/"  A            T>  — 

"v^ivt  —  i>3 

3 

^PXP 

4 

1                    * 

5                6 

qPXB 

QKt-B3!     2 

4B-B4 
rB-K3 

rB-K3          9 

&B-Kt5 
pKt-Kts 

OQ-K2 
nQKt-B3 

°P-QB3 

"QXP  ch.       3 
B-K2 

BXKt 

l*KKt—  K2 

/BxKtch. 
pKtxB                  . 

/Kt-B3 
pBxKt 

'P—  Q4        1O 
8    «Kt-KtS      11 

°Q-Q5                °QxKtP 
QB-Q3                 qB-B3 

"QXB 
gKt-Q5 

"BXB 
qQxB       12 

ORKt—  K2     4    aQ—  R6 

t^r 

.  nKtxBP 

00-0 
i(]KtxP 

lUp_QR3         5!  "K—  Q  sq. 
<(JQ—  R5+  D      <<B—  B4 

eluKt—  K2 

1"R—  Ktsq. 
11PXP 

lUpxP! 

11                          lip  Q^ 

P-Q3- 

llKt-B4 
4  0Q—  QB5     13 

KtXKt              1J-R—  Qsq. 
4  QPxKt                4  oQ—  B  sq.     3 

QXPch.+ 

7 

Q-K4C1, 

,  .PxKt          15  .  .P—  KKt3 

PxKt 

.  .Q—  QB3             ..K—  62 

t  rp—  QKt3 

.  ,-K-Q  sq.           ,  -B-K2 

R_Ksq.+ 

AOQXBP              i0R—  Q6+ 
,  RP-KR3 

Column  i.     Move  n.     Q — 
BLACK. 


16 


Move  12.     KtxQBP. 

BLACK. 


WHITE. 


THE  SCOTCH  GAMBIT.  61 


Col.  i.—  If  3  ____  P  —  Q3  ;  4  P—  63  with  the  superior  game. 

Col.  i.  —By  a  transposition  of  moves  the   same  position  may  be   arrived  at  in  one  of  the  ordinary 
variations  already  in  vogue,  viz.:  5  Kt  —  Kt5,  5  B—  Kt5  ch.;  6  QKt—  B3  ! 

Col.  i.—  If  6  .  .  .K—  Q  sq.;  7  Q—  Qs,    7  Q—  K2  ;   8  P—  QR3  and  we  prefer  White,  for  if  8.  ... 
Kt—  63  ;  9  Q 


Col.  i.—  Or  9  ____  Kt—  Kt5  ;  10  Kt—  Kt5,  10  KtxB  ch.;  u  QxKt,  u  QxQ  (or  II  ____  Q—  K4 
ch  ,  12  K—  Q  sq.);  12  PxQ,  12  K—  Q  sq.;  13  6—64,  13  P—  Q3  ;  f4  QR—  QB  sq.  +  .  Or  if  9.  .  .  . 
Q-K4ch.;  10  B—  K3,  etc. 

Col.  i.—  If  10  ____  O—  O  ;  ii  Kt—  Kt5,  u  Q-Kt3  ;  12  B—  K3,  12  Q—  R4;  13  P—  QB3,  13  Kt—  Q4; 
14  P—  QKt4-f  ,  for  if  14  ____  KtxB,  White  answers  BxP  ch. 


Col.  2.— No  better  is  10. . .  .Q— K3  ch. ;  11  K— B  sq.,  n  K— Q  sq. ;  12  KR— Kt  sq.,  12  P— KKt3  ; 
13  KB  -Kt4,  13  P— 64  ;  14  B— Kt$  ch.,  14  KKt— K2  ;  15  Q— Q2,  threatening  R— K  sq.+ 

Col.  2.— After  13 K  -Kt3  ;  14  B— K3  ch.,  14  K— R4  ;   15  Q—  65  ch.,  15  P— QKt4  ;  16  B— Q2 

ch.    White  mates  in  two  more  moves. 


Col.  3.— Or  8  Q— Q3,  8  KtxB  ;  9  QxKt,  9  P— Q3-— 


Col.  4. —If  5  P— QB3,  5  Q— K2  ;   6  Q— Q3,  6  BxKt  ;  7   PxB,  7  Q—  Kt5  ch.    and  wins.     Or  if  5 
KtxKt,  5  Q— B3  ;  6  Q-B3,  6  QxKt- 

.0.  Col.  4. — An  ingenious  defence  first  adopted  by  Dr.  Isaacson  against  Zukertort.  Compare  Interna- 
tional Chess  Magazine,  Vol.  2,  p.  210,  July,  1886. 

1.     Col.  4.— 8  KtxKt,  8  QxKt  leads  to  an  even  game. 

.2.  Col.  4.— Or  9  PxB,  90— O  ;  10  PxP,  10  R— Q  sq.;  1 1  KtXBP,  1 1  Q— K4  ;  12  KtXR,  12  KtX 
P;  13  K— B?.,  13  Kt— KB3  ;  14  Q— K  sq.,  14  Kt— Kt5  ch. ;  15  K—  Ktsq.,  15  R— Q8  ;  16  Q— 
K2,  16  KtxKP  ;  17  K— B2,  17  Kt-Kt$  ch.;  18  K— 63  best,  18  Q— B4  ch.;  19  K— Kt3,  19  R— 
Q6  ch.;  20  QxR,  20  Q — 67  ch.  and  wins. 

.3.     Col.  4.— Or  13  Q— Q2,  13  QKt — K2  ;  14  Kt— Kt5,    (otherwise  Black  will  prevent  the  escape  of  the 

KtbyP— QR3)  14 Q— K4  ch. ;    15  B— K2,    15   KtX?  ;    16  O— O,  16  Kt— 65  ;    176—64,17 

Kt— R5  +  .     If  13  Q— KB4,  13  Kt— K4  ;   followed  mostly  by  Q— K2. 


.4.     Col.  5. — A  move  suggested  by  Herr  von  Gottschall  in  the  Deutsche  Schachzeitung. 
,5.     Col.  5.— If  Kt— QR3  Black  answers  forcibly  B— Kt5- 

16.     Col.  5.— Continued  17  Kt— R3  (if  17  Q— Q2,  17  R— K8  ch.,  and  mate's  next  move),  17 QR — 

B  sq  ;  18  B— 64,  18  R— K6 ;  19  Q— Qz,  19  Q— Kt6,  and  should  win. 


17.    Col.  6. — White  cannot  give  up  the  Q  for  another  R  as  his  Kt  has  no  escape,  nor  can  he  play  Q — 
KB2  as  Black  could  win  by  R— Q8  ch.     Likewise,  if  12  Q— K2,  12  Kt— K4  ;    13  Kt— Q2,  13  Kt— 
Q6  ch. ;    14  K— Q  sq.,  14  B— Kt$  and  wins.      Again  if  12  Q— QB2,  Black  replies   Kt— Q4  with  a 
.  fine  attack. 


,P-K4  KKt-B3 

lp-K4  "    "QKt— B3 


THE  SCOTCH  GAMBIT. 
,KtXP 


B—  64 


'KKt— K2 


BxKt 
PXB 


P-K5 


8 


9 


10 


11 


7Kt-B2       20    -B- 


BXB 


_    »P-KB4 
P— Q4        23     'Q— Kt3! 


"BxKt 
21    QPXB 

«PXP 


'O— O 

.Kt— B4      22,nBxP 


IB— B4  1UQ— KKt4 

B— K2  D          .  .  QKt— Q2 
11.1 


12 


18 


O-O-O+    1940P— KR4 


R-Q  sq. 


uKtxKt 

9PxKt QV~V 
B— Ktc  rh  "HvK 


ch.          "BxKt 


Kt"B3 


— K5  .  .  B— 62  ! 

)_B7+  D       HB— K3 


12 

7B-QKt5_S 
IP— QR3     S 

pB— R4 

OP— OKH 


lvt-K4 


lop— QR3 

.  ,B— K2+     25 


Column  7.     Move  n.     B— K2. 

BLACK. 


*  W          t   •»  ^ 


"^ 


Column  10.     Move  n Q— B;. 

BLACK. 


'--  ^^ 

• 


WHITE. 


WHITE. 


THE  SCOTCH  GAMBIT.  63 


18.  Col.  7. — If  White  is  allowed  to  castle  on  the  King's  side,  we  consider  that  he  has  the  better  game. 

19.  Col.  7. — Black  cannot  save  the  P  without  subjecting  himself  to  a  vehement  attack.      If,  for  instance, 

12 Q— R6  ;  13  QR— Kt  sq.,  13  B— K3  ;  14  R— Kt3,  14  Q— R$  ;    15  Kt— Kt$,    15  O— O— O  ; 

1 6  B— Kt5,  1 6  Q— KS  ;   17  P— 63  and  wins. 


20.  Col.  8. — A  move  introduced  by  Dr.  Meitner  in  the  Vienna  Tournament  of  1882. 

21.  Col.  8  —If  B— Q3  or  Kt— Q2  Black  may  answer  P— Q4. 

22.  Col.  8.— To  prevent  P— KB4.      If  roP— KKt4,  10  P— Q4 ;    11  PxP,  "    Kt— Kt5  ;   threatening 
Kt — 67  ch. ,  and  recovering  the  P  with  the  better  game. 


Col.  9. — A  game  between   Zukertort   and   Anderssen  continued  thus:    7 P — Q3  ;  8   O — O,  g 

P— KR4  ;  9  P— KB4,  9  Q— Kt3  ;  10  Q— Q3,  10  P— R5  ;  n  6—63,  11  P— 64  ;  12  P— KS,  12  PX 
P  ;  13  KtxKt,  13  P— K5  ;  14  KtxKt,  14  BxKt ;  15  Q— B2  ?  Here  we  prefer  15  BX?,  15  PX 
B  ;  1 6  Q — 64  with  the  superior  game. 

Col.  9. — This  variation  so  far  is  given  by  Salvioli. 


125.     Col.  II. — To  prepare  O — O,  which  we  consider  better  than  O — O — O  as  Black  would  be  bound  to 
castle  on  the  Q  side,  and  White's  attack  will  be  strengthened  by  placing  the  K  on  the  other  wing. 


Col.  12. — For  7  B — 64.  (See  Illustrative  game  between  Tschigorin  and  Schiffers.)     The  move  in 

the  text  is  the  invention  of  L.  Paulsen,  and  is,  we  believe,  the  strongest  at  this  juncture. 

Col.  12.  —Likewise  unfavorable  is  7. . .  PxKt ;  8  PxB,   8  Q— Kt3  ;  9  O— O,  9  P— Q4,  (or  9 

QXKP  ;  10  Kt— 63,  10  Q-B4  (10 Q— Kt3  is  no  better  as  White  proceeds  with  P— Q5,  fol- 
lowed by  QB— KB4);  11  P-Q5,  n  Kt— K4  ;  12  B— Q4,  12  O— O  ;  13  P— KB4,  13  Kt— Kt5  ;  14 
P— KR3,  14  Kt— KB3  ;  15  P— KKt4+)  ;  10  PxP,  10  KtX?  5  n  Q— 63  +  .  Again  if  7. . .  .Kt— 
Q  sq. ;  8  O— O,  8  Q— QKt3  ;  9  Q— K2,  9  O— O  ;  10  P— QKt4,  10  BxKt ;  n  BxB,  with  an  ex- 
cellent attack. 

Col.  12.— Not  10  O— O,  in  which  case  Black  releases  himself  by  Kt— QB5. 


>4 
,P—  K4 

THE  SCOTCH  GAMBIT. 
0KKt-B3                       op-°4 

.KtxP 

lp-K4 

13 

-KKt-KB3  29 

14 

rQ-Q3 

OQKt—  B3 

15 

-Kt—  Kts 

UPXP 

16 

0 

17             18 

RB-Q2 

B  —  K2        3O 

RKtxKt 

B-Kts  ch.  34 

"Q-K2!       31 
7QB-KKt5 

nKt-B3       '< 

"C)XP  ch. 
13     ,,B-K3 

OgxPch.  l 

B-K2 

OQXKPch. 
7B-K2 

'Kt—  B3 
nK*~B3 

i  KB—  QKt5 

'B—  R4 

'QXKtP 

/K-Qsq. 
0-0 

"Q-Qsq. 

qBxKt 

^BxKt 

OQ—Q4J     35 

Bg-R6 

-KtxP  ch. 

"BXB 

QKtXB                 nQxB          3 

ijKt-Qs            , 

OKtXP 

,nQ-K3 

9p-QR3 
jn<?XB 

"K  —  Q  sq. 

jnKtXR 

"Q—  KB5              "P—  QR3 

jKt-Q4      32  , 

.P-KKt3 

QXQ- 

1  1  P"B3 

l^Kt—  R3      37  IDg—  K4 
..QKt—  KB3       HKt-R3 

TK? 

nQxKt 

PXQ- 

H  R—  K  sq.  ch. 
.  nB—  K2 

HR-Ksq.          11P-QKt4 
.„?—  KKt3          10B~B3 

1 

«R—  Ksq. 
qB—  K5 

..R-Bsq.    36 

.  nKt—  QB3           .  qKR—  K  sq. 

UP-KB3  + 

luKt-K4+D 

lup—  QKt3-f       1"Q-OB4 
.     QR-Qsq. 

Column  I4.     Move  1 1 . , .  „  Q — Q  sq. 
BLACK. 


Column  1 6.     Move    I3 Kt — K4. 

BLACK. 


WHITE, 


WHITE. 


Tin:  SCOTCH  GAMBIT.  65 

A<V 

,,\*y+$ 

h* 
•& 


Col.  13.  —  This  attack  is  the  invention  of  Mr.  G.  B.  Fraser  of  Dundee. 
Col.  13.—  If  6  B—  KS,  6  Kt—  Kt5  ;  7  Kt— 


Col.  i3.-After  6.  .  .  .B—  Kt5  ch.  ;  7  P—  63,  7  B-B4  ;  8  O-O,  8  Kt—  B3  ;  9  P—  QKt4,  9  B  -K2  ; 
loKt—  Q2,  loQ—  Q4;  n  B—  64,  11  Q—  KR4  ;  12  R—  K  sq.,  12  P—  Q3  ;  13  P—  KR3,  13  Kt— 
Q  sq.;  14  Kt—  B  sq.+  Or  if  6.  .  .  .P—  Q3  ;  7  O—  O,  7  Q—  K2  ;  8  R—  K  sq.,  8  B—  K3  ;  9  KB— 
QKt5,  9  Q-Q2  ;  10  Kt—  Q4,  10  KKt—  K2  ;  11  QB—  Kt5,  11  P—  QR3  ;  12  B—  R4,  12  P—  QKt4; 
13  KtxB,  13  PxKt  ;  14  B—  Kt3,  14  P—  Q4  ;  15  P—  QR4,  followed  by  P—  R-5  with  the  superior 
game.  } 

Col.  13.—  Or  ii  B—  Kt5,  II  B—  K2  ;    12  Q—  K2,  12  P—  QR3  +  . 


Col.  14.— Or  7  Kt— Q2,  7  B— 64 ;  8  P— KKts,  8  Q— R4  ;  9  Kt— Kt3,  9  QB— KKts  ;    10  B— 
IOR—Qsq.;   11  Q— 64,  ii  ByB  ;    12  PxB,  12  B— B6+. 


34.  Col.  15. — It  makes  no  difference  in  our  opinion  whether  this  ch.  be  given  at  once,  or  after  QxP  ch. 

The  reason  against  the  latter  given  by  some  authorities  is,  that  after  5 QxPch.;6  B— K3,  6  B^ 

Kt5  ch.;  White  may  answer  7  Kt— Q2,   but  with  the  continuation  7/\  .B— R4  ;  8  P — QB3  (we 
see  nothing  better),  8  Q — Q4  ;  We  arrive  at  the  same  position  as  in  the  main  columns. 

35.  Col.  15.— If  8. . .  Q— Kt3  ;  9  Kt— QB4,  9  P— QR3  ;  10  Kt— Q4,   10  B— Kt3  ;  11   KtxKt,  11  QX 
Kt ;  12  BxB,  12  PXB  ;  13  Q-Q4,  13  Q— KB3  ;  14  QxQKtP.. ! 


36.     Col.  1 6. — The  above  variations  occurred  between  Messrs.   Rosenthal  and  Steinitz  in  the  Baden 

Tournament,  1870,  with  the  following  continuation  :  13 Kt — Q4  ;    14  Kt — 64  (if  14  Q— Kt3,  14 

p_Q3  .  I5  K— Q  sq.,  15  RXB  ;  16  KxR,  16  B— Kt$  ch.;  17  K— K  sq^wrKt— Q$  ;  18  PxKt, 
18  Q— K4ch.,  and  wins),  14. . .  .BxP  ch.;  I5PXB,  15  KtxP  ;  16  Kt— %  16  RxKt ;  I7BXR, 
17  KtxQ  ;  18  RxKt,  18  QxP+. 


37.     Col.  17.— 10. . .  .P— QR3;  11  KKt— QB3,  11  KKt— K2  ;  12  P— KKt3,  12 Q— R3  !  may,  we  believe, 
also  be  played  with  safety. 


38.     Col.  1 8. — The  moves  in  this  column  occurred  between   Messrs.    Blackburne  and  Steinitz  in  the  4th 
game  of  their  match  of  1876. 

89.     Col.  18.— In  the  sixth  game  of  the  same  match  White  played  10  KKt — R3,  and  then  followed  :     n 
•  •  •  -Q— Q5  ;  !2  Q— Kt5  ch.,  12  Q— 63  ;  13  Q— Q2,  13  QxKtP-f 


66 


THE  SCOTCH  GAMBIT. 


,P—  K4                           0KKt—  B3 

qP~Q4 

.KtXP 

19 

-QKt-B3 

20 

rKtxKt 

^Kt-B3 

21 

"PXP 
22 

23             24 

"B—  Kts 
QB-KKts? 

&KtPxKt 
gB-03 

Op—  KR3 

p~X? 

UK"f      ~K  e 
MJvt  —  JV^ 

7Q-^3 

Q—  K2? 
7Q~K2 

'QXB 
BKt-KtS 

'Kt—  Kt5 
,0-0 

'PXP 

pB—  Kt5  ch. 

'Kt—  Kt4 
nQ-KKt3 

/Kt-Q4 
nP-QB4 

OK-Q  sq!D40 
QQ-B3        41 

"KB—  QB4 
P-KR3     42 

OB—  92 

OKt-K3 
nB-03 

"B-R3 
QP-KB4              q 

JQXQ 

"KtxKP 
R-Ksq 

SQXB 

in°~° 

«P—  B3 

inPxP 

OQ—  O—  O            "Q—  Kt5  ch. 
nQ-KB2              nK-Q  sq. 

,.Kt-R3 

liig-Bs 

nQ-K2 

1UB-K2 

^Kt-Q2 

1UQXP 

1  o-o 

AUg_Kt5  ch  46  !UKt—  Kt3 
..B-Q2              ..P-QKts 

A1BxKKt 

iio—  o 

.  nQxKt 

Ho-o 

l  0Kt-Kt3+44 

1J-P  —  Q4+     4 

55  AJ-QxKtP             AlKt—  Bsq. 
.  nPxKt                .  nB—  Q2 

12Kt-Q5  + 

l"QXPch. 
qK-R  sq. 

12 

4  qQXB+       47  ,  «Kt—  B3 

i"BxP+  D  43 

•    J  \;  5    •" 

Column  19.     Move  8 K — Q  sq. 

BLACK. 


Column  20.      Move  24 

BLACK. 


WHITE. 


THE  SCOTCH  UAM1UJ.  67 


40.     Col.  19.— 8 B— R4  ;  9  Q— Q2,  9  P— QR3  ;  10  Kt— Rj,    10  BxKt ;  11    QxB,    1 1  (>XQ,  gives 

Black  hardly  any  advantage. 

(41.     Col.  19.—  If  gP— QR3,  9  B— R4;  10  P— QKt4,  10  B— Kt3  and  wins,  for  White's  KKt  has  no  escape. 


42.  Col.  20.— Or  9  QB— 64,  9?— KKt4  ;  10  B— Kt3,  10  P— KR4 ;  11  P— KR3,  u  P— R$  ;  12  B— R2, 

12  KtxB  ;  13  KxKt,  13  P— Kt5  ;  14  PxP,  14  Q— Kt4  ;  15  B— K2,  15  Q— 65  ch.;  16  K— R  sq. 
(if  1 6  K— Kt  sq.,  16  P— R6,  and  wins);  17 KBXP+ 

43.  Col.  20.— Continued    14  PxB!,    14  Q— B6   ch.;    15  K— R2,   15  B— Q3,    and  wins.      This  fine 
variation  was  first  pointed  out  in  the  London   Chess  Monthly  and  afterward  occurred  in  a  match 
between  Messrs.  Delmar  and  Lipschtltz. 


t.  Col.  21. — The  moves  of  this  variation  occurred  in  a  match  game  between  Senor  Golmayo  and  Cap- 
tain Mackenzie.  We  slightly  prefer  White,  whose  Pawns  on  the  Queen's  side  are  compact,  while 
the  Black  Pawns  are  separated. 


45.     Col.  22. — Black  has  the  majority  of  Pawns  on  the  Queen's  side  and  may  continue  accordingly  with 
Kt — QB4  or  B — QB4,  with  the  superior  game. 


>46.     Col.  23.— Or  10. . .  .Kt— Kt3  ;  11  P— 65,  11  BxB,  n  PxKt ;  12  B— R3,  12 

r47.     Col.  23.— Continued   14 QxR   (or   14 K— Kt2  ;  15  6—63,    15   B— Kt5  ;  16  BxB+)  ;  15 

Q— R6  ch.,  15  K— Kt  sq. ;  16  K— K2,  16  Q— Kt7  ;  17  Kt— 


P-K4 


THE  SCOTCH  GAMBIT. 
0KKt-B3 


KtxP 


*P—  K4 

25 

26             27              28 

4 

29             30 

*Kt-B3 

-QKt-B3 

B—  B4 
cKt-B5       58 

OB—  Kt5 

BKtxKt 

Op-g4      59 

RKtxPch.  60 

KtPxKt 

UK—  B  sq. 
7Kt-R5       61. 

'Q—K2 

'O—  0          55 

n                            n°-° 

'Q-RS 

0Kt-Kt3 

8p-Q4 
QB-KKtS 

UP-B4                                             0P_  Q4 
QQ-B2                                                 PXP 

OKt-B3 
B-K2                 .PXP 

"P—  B4 
QB-Kt5ch.       ( 

«O—  0          5O                                  "PXP 
irjB-Q2             }()B~Q3              jnB-KKt5?       | 

"Kt—  K4               JKKt—  Kt5 
.  pP—  KR3            ,  [)B~K3 

,Q-Q3       48, 

0—  O—  O          ,  .  O—  O—  O          .  .  Kt—  K2 

11PXB 

PXP 

^  *  p—  Q5        51  11  P—  B5               1  1  B—  Q3 
|9Kt-Ktsq.       19B-K2              19Kt-Kt3 

KtxKP 

L"BxBch.           •L^B—  R3!             A«P—  KR3 
qKtxB+      52  .  qB-K3        53  .  qB-Q2 

,n^2511 

57 


fi—  B4+     63 


Column  29.     Move  10. . .  .R — KKt  sq. 


Column  3o.     Move  12 ....  Kt — Q5- 
BLACK. 


^^^   A 

*  wii'S-  wm 

'!• 


^     i^  ,^,'^^y  ,/fanfc 
p^  -  '® 

«|^2J 


WHITE. 


THE  SCOTCH  GAMBIT.  69 


Col.  25.— If  1 1  BxKt,  u  TXQ;    !2BxQch.,  12  KxB  ;  13  P— QR3,  13  PxKt;    14  PxB,  14  PX 

KtP  ;  15  QR  Ktsq.,  15  QR  —  Kt  sq.+  (Salvioli).  In  the  Vienna  Tournament,  1882,  between 
Paulson  and  Xukcrtort,  occurred  II  Q--B2,  u  P— 05  ;  12  O— O— O,  12  PxKt  ;  13  P-  I<5,  13 
P— KR3  (ifi3....QxP;  i4R-Q8ch.,  i4K-K2;  15  BxKt  ch.  +  );  14  PxKt,  i4KtPxP+. 

Col.  25.— Continued  13 KtxQ  ;    14  KB— QB6,    14  KtxKt  ;  15  BxR,    15  Kt— KS  dis.  ch. ;  16 

P_QB3+  (Salvioli). 


Col.  26.— If  9. . .  .P— O.4  ;  10  B— Kt5  ch.,  10  K— B  sq.;  u  B— B6,  u  QR— Kt  sq. ;    12  O-O-f . 

Col.  26.— Or  II....PXP  ;    12  KtXP,  12  KtXKt  ;  13  PxKt,   13  BxB  ch.  (if  13 QXP  ;  14?— 

QB3,  etc.)  ;    14  RxB— . 

Col  26. — This  variation  is  extracted  from  an  analysis  of  this  form  of  opening  by  Professor  Berger, 
which  appeared  in  the  International  Chess  Magazine  of  Dec.,  1887.  Professor  Berger  dismisses 
here  the  game  in  favor  of  Black  on  account  of  the  latter's  prospective  attack  on  the  open  QKt  file. 
We  do  not,  however,  agree  with  this  conclusion,  and  as  already  stated  in  the  above  quoted  journal, 
we  think  that  the  weakness  of  Black's  doubled  Pawn  and  far  advanced  QPfor  the  ending,  will  not  be 
outweighed  by  any  formation  of  attack  against  White's  King,  e.  g. ;  13.  . .  .B — K3  ;  14  Kt — 64,  14 
QR— Kt  sq.;  15  Q— Kt3,  15  R— Kt5  ;  i6P— Kt3,'  threatening  Q—K5,  followed  by  Kt—R5,  or 
Kt — K5  at  once  with  the  superior  game. 


53.     Col.  2;.-If  13  B-Kts,  13  B— B4  ;  14  B-K3,  14  BxB  ;    15  QxB,  15  P— QB4+. 

p  54.     Col.  27. — The  above  line  of  play  occurred  in  a  consultation  game  between  Messrs.  Bauer,  Barnes  and 
Crispi,  against  Messrs.  Richter,  Dr.  Rosen  thai  and  Seeger. 


55.  Col.  28.— If  7 P— Q4  ;   a  position  arises  similar  to  that  in  Col.  21,  and  White  may  exchange 

Pawns  followed  by  B — Kt5  ch.,    with  a  good   game,  even  if  Black  afterward  forms  a  double  P  by 
BxKt.    For  White's  Queen  will  subsequently  enter  at  Q4,  followed  soon  by  P — QB4- 

56.  Col.  28.— Better  than  10 BxKt;  II  PxB,    11    P— KR3    (necessary,  as  White   threatens  BxKt, 

followed  by  Q— R$.     If  11 . . .  .P--QB3  ;  12  P— QB4,  12  P—Q$  ;  13  P— 65  +  .     Again,  if  n. . .  .B 
— K3  ;  12  P— KB4+),  12  B— K3  with  the  superior  game. 

67.  Col.  28. — The  above  moves  occurred  in  the  second  match  game  bet  ween  Messrs.  Steinitz  and  Zuker- 
tort  in  1886,  with  the  exception  of  a  transposition  of  moves.  For  Black  played  7.  . .  .P — Q4,  and 
after  the  exchange  of  Pawns,  both  sides  castled. 


58.  Col.  29. — Tliis  attack  was  introduced  by  Burn  and  for  some  time  was  i.iuch  in  favor. 

59.  Col.  29. — The  right  defence,  which  we  believe  was  first  adopted  by  the  Rev.  W.  Wayte.     If  5 Q 

— 63  ;  6  Kt— 63,  6  KKt— K2  ;  7  Kt— K3,  with  a  good  game. 

60.  Col.  29. —If  6  PXP??  6  BxKt ;  7  PxKt,  7  BxP  ch.;  8  KxB,  8  QxQ;  9  PxP,  9  Q— Q4+. 

61.  Col.  29.— Or  7  QXP,  7  QxQ  ;  8  PxQ,  8  Kt— Kts  +  . 

62.  Col.  29.  —Threatening  RxKt  with  an  irresistible  attack. 


Col.  30.— Obviously  if  14  QxKt,  14 R — K  sq. ;  and  if  15  B— K4,  then 


7o 


THE  SCOTCH  GAMBIT. 
9KKt-B3 


B-B4 


1P-K4                           flQ 

31              32 

-O—  0 

Kt-B3 

33 

P_QKt4? 

°PXP                               ^B—  64 

34             35             36 

cKt-Kt5 

3p_Q3 

7 

^Kt-R3 
pKtXBP 

RQ-R5 

7KtxP                  7Q—  Kt3 

BXP 

-BxKt  ch. 

OQ—  K2 

/Kt—  B3                'BxKt 
fiKKt-Kt5           fiBxP  ch. 

'PXP 

nQ-Kt3 

'BXP 

«KtXB 

'KXB 

RQ-R5ch. 

7p-Q3 

UKt—  K4               UK—  B  sq. 
B-Kt3                QPXB!         64 

"Q—  K2 
nKtxP 

°PXKt 
nQ-Kt3 

°P—  KKt3 
QQXB          70 

BE—  Q2 

nP-KB4 

op—  KR3              oKt—  B3 

OKt—  B3 
l()QB-KKt5 

JQ—  B3        67 
j|jQB-KKt5       , 

OP-Q4 
.  nPXP               71 

OQ—  O—  O 
J()BXP 

73 

lOgB—  KKt5  +    IDg—  Esq. 
B-K6 

BXKt 

.  .  P—  KS 

lUR—K  sq.  ch. 
1  .  K—  Q  sq.    72 

luKtxB 

HQxKt 

llQ_Ksq. 

Up—  KR3+66 

llp_04        68 
1?BXP 

,  nP-QB4 

^QR—  K  sq 
D 

.  + 
74 

l^B—  Kt3+   65 

IflQKt—  K2 
1QBxKt 

^Q-RS+D 

'KtXB         69 


Column  55.     Move  12 Q— R5- 

BLACK. 


I* 


m 


Column  36.     Move  n . . .  .QR — K  sq. 

BLACK. 




% 


A A 


THE  SCOTCH  GAMBIT.  71 


64.  Col.  32.— If  9  BxKt,  9  RxB  ;  10  PxB,  10  P--KKt4  ;  11  Q— Q  sq.,  II  Q—Q2  ;  12  P— Kt4,  12  B 
— Kt3  ;  13  B— Kt2,  13  P— Q6  ;  14  QxP,  H  Kt— K4  ;  15  Q— K2,  15  Q— R6  ;  16  Kt— Q2,  16  P— 
Kt5  and  wins.  For  if  White  play  P— KB4,  Black  answers  P— Kt6.  The  above  variation  is 
from  the  German  Handbuch. 

i  65.     Col.  32.  — From  a  game  between  Rosenthal  and  Bird,  London  Tournament,  1883. 


66.     Col.  33.— White's  attack  is  broken.     If,  for  instance,  12  B— R4,  12  P— KKt4  ;  13  KtXP,  13 
14  BxP,  H  Kt— K4;  15  P— KB4,  15  KtxP  and  wins. 


67.  Col.  34.— 9 Q — K2  leads   to  greater  difficulties,^.^-.;    10  P — IO;,    10  Px?  ;  n  B— R3,  u  Q 

— B3  ;  12  QR— Ksq.,  12   KKt— K2  ;  13   KtXP,    13   KtxKt;  14  Q— Kt5  ch.,  14  KKt— B3  ;  15 
P— B4+. 

68.  Col.  34.— Evidently  best.     If,  for  instance,  11 PxP  ;  12  QR— K  sq.,   12  Q— 64  ;  13   KtXP,  13 

KtXKt;  14  P— KB4  with  a  powerful  attack. 

69.  Col.   34.— Continued  14  BxKtP,   14  BxB  ;    15  QxB,   15  O— O  ;  16  QxBP,   16    Kt— 63,  even 

game. 


70.  Gol.  35.— It  makes  no  difference  whether  White  takes  the  B  at  once  or  checks  first  at  Q5,  driving 
the  K— Kt2,  Black  can  always  afterward  proceed  with  P — Q4. 

71.  Col.  35.— Or  10  QXP  ch.,  10  QxQ  ;  "  PXQ,  n  Kt— Kt5  ;  12  Kt— R3,  12  R— K  sq.  ch.,  followed 
by  KtxQP+- 

72.  Col.  35.— 1 1  K— B  sq.  might  lead  to  the  following  brilliancies  :  1 1 R— K4;  12  P— QB4,  12  Q— R5; 

13  Kt— Q2  (to  prevent  Q— KS),    13.    .  .B— R6  ;  14  Q— R3,  14  QR— K  sq.;  15  PxB,  15,  R— K6  ; 
16  PXR,  16  RXP  with  a  winning  attack. 


73.  Col  36.— If  10  KtXP,  10  KtXKt ;  n  QXKt,  11  QX?  ;  12  QX??,   12  P— Q6  dis.  ch.,  and  wins. 

74.  Col.  36.— Black  threatens  to  win  the  KP  by  P— KR3,  and  if  12  R— K  sq.,  12  P— Q6  dis.  ch. ;  13  K 
moves,  i3Kt— Q5  +  . 


• 


THE  SCOTCH  GAMBIT. 


P-K4 

KKt-B3 

r,P-Q4                               4B-R4 

IP—  K4 

37              38 

4* 

39 

40 

1 

41 

42 

B—  B4                  *Q—  63  ? 
-Kt—  Kts              _0—  O 

-KtxP         79 

B—  KtS  ch- 

nQ—  R5                 PP~B3 

RKt—B3 

RO—  0 

0Q—  63                 DP—  Q6 
-P—  KB4                 nQXP 

77    D^txP? 

7P-K5        82 

PXP? 

P-Q3 

'P-Q3             'Q-Kt3 

flP-BS                  nKt-°4 

7p-Q4 
pQB-KKt5  8O 

'PXP 

'P-KB3 

'B—  R4 

pP-QKt4 

OB—  Q2        75     °Kt—  K4 
QKKt—  63            n^~K2 

OB—  K2        81 

B-QKt5  + 

9£ 

BKt-R3 
qP-K5 

Q-S        J 

«Q—  K2                 "KtxB 
nK-Qsq.          1f)QXKt+ 

0 
78 

KKt—  K2 
,  nKt—  K2 

"PXP 

i  nKtxP 

i  n 

,UQ—  o—  o      1U 

.P—  B6  D 

] 

1 
i 

LUp_Q4  D    33  J 
I1BXP                 1 

..KtxKt 

1U 

IQXBP      76 

1  90xKt       -      \ 

KtPxKt 

Column  37.     Move  n.     P — B6. 

BLACK. 


F 


Column  40.      Move  10. . .  .P — 04. 

BLACK. 


* 


. 


WHITE. 


THE  SCOTCH  (JAM ill  i. 


75.  Col.  37.— Or  8. . .  .Kt— K4?  ;  9  KtxRP,  9  RXKt  ;  10  QB— KKts,  IO  Kt— B6  ch.;  n  PxKt,  ir 
Q— K4;  !2BxPch.  +  . 

76.  Col.  37.— If  H....QXKP;  12  PxP,    12  QB— KKt5  ;    13   Q— Q5   and  wins.     But  it    is  note- 
worthy that  White  would  lose  by  13  PxR  queening,  13  BxQ  ;  14  Q— B6,  14  KKt— Kt5- 


77.  Col.  38.— Best.     If  6. ...  B— Kt5  ;  7  Q— Kt3,  7  BxKt ;  8  QxKtP,  8  K— O.2  ;  9  QxR,  9  Q— Kt3  •» 

10  P-KKt3,  10  Q— Kt5  ;  11  R— K  sq. 

78.  Col.  38. — For   10 K — Q   sq.   is  Black's  Jbest  answer;   since,  if  10 P — QB3,  White  answers 

KtxP. 


79.     Col.  39.—  5  P— QB3,  5  PXP  ;  6  KtxP,  6  B-K3  ;  7  BxB,  7  PxB  ;  8  Q— Kt3,  8  Q— B  sq.;  9  KKt 
— Kt5  is,  in  our  opinion,  well  defensible  for  Black,  who  ought  to  maintain  the  P  Plus. 

'80.     Col.  39.— Not  8  KB— QKt5  at  once  on  account  of  8 PxKt  ;  9  KtxKt,  9  QxQ  ch.;  10  KxQ» 

10  P — QR/3  ;  1 1  B—  R.4,  1 1  B — Q2,  recovering  the  piece. 

81.      Col.  39.— Or  8. . .  .P— 63  ;  9  QBxBP,  9  PxB  ;  10  Q— RS  ch.,  10  K— K2  ;  11   BxP,    threatening 
mate  by  Q— 67+.     This  column  is  quoted  from  a  game  between  Bilguer  and  von  der  Lasa. 


82.     Col.  40.— Or  7  PxP,  7  P— Q.3  +  . 


83.  Col.  42. — To  simplify  matters.     If  Black  try  to  keep  both  Pawns  he  may  get  into  difficulties,  e.  g.r 

10. . .  .P— Q3  ;  ii  B— 93,  u  QB— 64 ;  12  Kt-R4,  12  Q— R4!  ;  13  KtXB,  13  KtxKt ;  14  BxKt. 
14  QxB  ;  15  PXP,  15  BxP  ;  16  BxP,  etc. 

84.  Col.  42. — This  variation  occurred   in  a  game  by   correspondence  between  Edinburgh  and  London 
in  1827. 


74 


P-K4 


P— K4 


THE  SCOTCH  GAMBIT. 

0KKt-B3 
-B3 


43 

B-QB4 


44 


—  Kt5  ch. 


ft°-° 


Op— 87 


nQBxP 


'  Kt— Bj  '  P— Q3 

-Kt-Kt5!85     ,P- 


^ 


P-Q4        86 


45 


46 


47 


48 


B-QB4     93 


p-Q3 
0-0 


6s= 


Kt—  B3 

KtxP 


B— Kt5  ch.          UB— Kt 
»O-O 


KKt— K2  /  Kt— R3  '  Kt— B3 


P-QKt4 


°O— O 
0-0 

OK_ 


°Kt— K4 

QB-Kt3 
up_kr 


88     OK_ RSq.    91    °p_KKt4D94    °O— O 


Kt-Kts 


Kt—  K4 
B-Kt3 


,4nPxKt 


jn?=^3 :jnKt-Kt5 

iUQ_K2       89iUKtxP 
,,Kt— B3  ..KtxRP 


,P-Kt3      95  .  nO-( 


—  KR3 


A1Kt— B3 
87  .?B-KKt5+  9O 


92 


R— K  sq.          ,,  4  P— KB4 
~96 

12 


— Kt2+   9611B— 64  ch. 
K— R  sq. 


BxKt 
PXB 


97 


'O— O          98 

•R— K  sq. 

,R-Q  sq. 
•B-Q2 


13' 


Column 46.     Move  9. . .  .P—  KKt4. 

BLACK. 


Column  48.     Move    10.     Q— R4. 

BLACK. 


_,  -  wm     m 


WHITE. 


WHITE. 


THE  SCOTCH  GAMBIT.  75 


85      Col.  43.— If  8  P— KS,  8  Kt— Kt5  ;  9  P— KR3,  9  Kt— RS  ;    10  P— K6,  10  O— O ! 

86.  Col.  43.— After  9  . .  .KtxP  ;  10  BxKt,  10  P— Q4  ;  u  B— K2  is  White's  best  move,  for  if  u  B— 

Q3,  ii  Kt— Kt5  ;  12  Kt— 63,  12  KtxB  ;  13  KtXKt,  13  Q— 63  ;  14  P— 64,  14?— 64  and  Black's 
passed  Pawns  become  very  dangerous. 

87.  Col.  43.— Stronger  than  12  Kt— K4,  12  R— K  sq. ;    ?3  PxP,  13  R— K3  (not  13. . .  .RxKt  ;    14  QX 

P,  14  R— R5  ;  15  Q — R8  ch.  and  mates  next  move)  ;  14  R — Q  sq.,  14  Q — K2.  After  the  move  in 
the  text,  Black  has  no  better  answer  than  12  QxKt,  whereupon  White  captures  the  R,  queening 
the  P  with  a  ch.  and  remains  with  the  exchange  and  two  Pawns  ahead. 


88.  Col.  44.— If  9. . .  .Kt— Q5  ;   10  Q— Q3,  10  Q— 63  ;    11  PxB,  n  KtxKt  ch.;  12  QxKt,  12  QxR  ; 

13  QxP  ch.,  13  K— Q  sq. ;    14  B— Kt$  ch.  and  wins. 

89.  Col.  44.— Or  10 Q— 63  ;    11  B— Kt2,  11  Kt— K4  (if  n Q— Kt3  ;    12  Kt— R4+)  ;    12  K— R 

sq.,  for  White  afterward  proceeds  with  KtxKt,  followed  by  P — KB4. 

90.  Col.  44.— Continued   12 B— K3  ;    13  Kt— Q,5,    13  BxKt  ;    14  PxB,  14  Kt— K4  ;    15   B— Kt$ 

ch.,  15  K— B  sq.;  16  QR— K  sq.,  with  the  superior  game. 


91.  Col.  45.— K9....P— KR3;   10  Q— Kt3,    10  B— Kt3  ;   u   QKt— Q2,    n   Kt— R4  ;  12  Q— R4+. 

This  Column  with  Notes  are  quoted  from  Cook's  Synopsis, 

92.  Col.  45.— Continued  :  14  Q— R6,  14  K— Kt  sq.;  15  Kt— Q2,  15  BxP  ;  16  Kt— Kt5,  16  P— KB3  + . 


93.  Col.  46. — This  position  also  occurs  in  the  Danish  Gambit  by  a  transposition  of  moves. 

94.  Col.  46. — It  is  very  rarely  that  such  an  early  advance  of  the  KKtP  can  be  recommended,  and  it 
looks  especially  dangerous  here,  as  the  range  of  White's  QB  is  increased.      But  we  think  this  is 
quite  sound  now. 

95.  Col.  46.— If  10  P— 64,  10  PXP  ;   n  RXP,   n    B-Kt2;  12  Kt -65  ?,    12  KtxKt;    13   PxKt,    13 
Q-Kt4+. 

96.  Col.  46.— White  cannot  well  advance  the  KBP,  e.  g.:    12  P — 64,  i2PxP;i3PXP,  13  Q— RS  ;  14 
Q— Q2,  14  KR— Kt  sq.+  . 


97.     Col.  47.— Or  9 KtXP  ;   10  KtxKt,  10  PxKt  ;    11  (u>— Kt3,  n  O— O  ;   12  B— R3  +  . 


98.     Col.  48.— If  10 B— Q2  ;    11  R— Qsq.,  n  Q— B  sq.;  12   B— R3,    12  Kt— Q5?;  13  BxP  ch.,  13 

;  i4KtXPch.  +  . 


76 


THE  SCOTCH  GAMBIT. 


P-K4_ 
IP— K4 


KKt-E3 
OQKt— 63 


49 


50 


51 


52 


KtxP 


53  54 

.KtxKt 


QKt-B3 


B-Q2_ 
"Kt— 63 


P-KB4 
Kt— 63 

B-Q3 


51-  — ^-"^  P C__ 

Kt— 63!  lt>3     OB— B4?    1O3     °P— QB3  ^Kt— K2    /// 


.B— 64  -QxP 

Oi 


O—  O 


,KKt— 63  //  0     RKtxKBPlO6    RB— E4 
"KxKt  0Kt— B3 

7Q-Q5 

/Q-B3 


7 7QKt-B3_  ^-Ks 

/P_Q4?  /KtXBch.  'Q— Kts  'KXB 

KB-QB4  QB-Kt5  ch.  RQxKt  RKt— B3  pO-O 

lp_Q3  Op— 63      10O  OB— Kts  "Kt— K2  OP— Q4 

,Kt-Q3  QKtxQBP  QB-Q2  QP-KKt3  QR-K  sg. 

UpN/T^t  UO_O  OQ_ KtC     1O5  "K— B2 


BxKt 


PXKt 


'O— O 
1  n^A^       99  ,  pBxP  ch.  .    Q— Q— Q          .    Kt— K4+  D     4  nB— K$ 

1U  ~!UB Q2          lUp Q3       ""ID 

A  jBxR  j  jKt — 63 


•P— B3+  102 


14 


PXP+  D  101 


0— 


B—  B4— 


Column  50.     Move  14. 

BLACK. 


Column  52.     Move  10.     Kt — 1<4. 

BLACK. 


1*1 


WHITE. 


THE  SCUTCH  GAMBIT.  77 


99.     Col.  49. — From  a  game  between  Goring  and  W.  Paulsen  (Salvioli).  White  has  a  strong  attack. 


100.  Col.  50.— If  8 K-Bsq.;  9  KtXP,  9  KtXKt ;    10  PxKt,  10  BxB  ch.;   n  QxB+. 

101.  Col.  50.— Continued:   14 Kt— 65  ;    15  P— 0.64,  15  KtXP  ch.;    16  K— 62,  16  Kt— 65  ;    17  Q  - 

Q4,  17  Kt— R6  ch. ;    18  K— B  sq.+ 


102.    Col.  51. — We  slightly  prefer  Black's  game  on  account  of  the  two  Bishops. 


103.  Col.  52. — The  chief  fault  of  this  move  is  that  it  blocks  the  square  where  the  Kt  is  wanted  to  go  to 
attack  the  weak  KP,  or  in  order  to  effect  the  exchange  of  the  important  hostile  KB. 

104.  Col.  52.— Or  6 P— Q3  ;    7  P— 65,  7  Kt— B  sq.;   8  Kt— 63,  with  the  superior  position. 

105.  Col.  52.  —If  9 O— O  ;    10  Kt— R4,  10  Q— RS  ;   11  P— 65,  11  Kt— Kt4  ;    12  Q— Kt4,  and  wins. 


106.    Col.  53. — A  bold,  and  in  fact,  unsound  sacrifice  introduced  by  Cochrane. 


107.    Col.  54. — Recommended  by  Staunton  in  preference  to  8  Kt — 63  as  was  played  by  correspondence 
between  Edinburgh  and  London. 


THE  SCOTCH  GAMBIT. 


JP-K4 
IP— K4 


9KKt-B3 
"QKt— B3 


KtxP 


Game  1. 


Salvioli. 

TSCHIGORIN 
SCHIFFERS. 


OKKt-K2 

B-B4_ 

/P 


3&4 


>— O 


OQXP  2 

in*=*!3: 

!UQ___Kt3        3 

,  ,KtxKt 


ch. 


-K2 


P_Q4 


— 3 

R-KBsg.!4 


I/O  — O 

1RP-KKt4 
lOOR— Ksq. 
Kt-B5_ 
ltJp_ys 
,„?— Kt< 


£i£iK— Kt2  8 

R-Ksg.  9 

««JPXP  1O 
9.QxKtch.Dll 

^RXQ 
9-RXRch. 

"0  Resigns.  12 


Game  2. 

Leipzig    Chess    Con- 
gress, 1877. 

PAULSEN 
ANDERSSEN. 


B-Kt5_ 
1 0-0 

R2z^ w 

OB— Kt3       14 

QP-KB4 
up Q^ 

1n^I±3 

lUp_QR3        15 

^Q-Kt3 
12p_KB4      16 


KtxB 


Q-Kt3  ch. 


—  B2         17 


g 
K 


—  R2ch. 
-Rsg.    18 


t—  Kt6     19 


R—  B3 
R-E2D   20 

?—  KKt4 


—  KB 


sq. 


9RK-Ktsq. 
^R-B4 
nirQ-Q4ch.  21 

"  '      and  wins. 


Game  3. 

Dufresne  Lehrbuch* 
Des  Schachspiels. 

BLACKBURNE 

MASON. 


22 


n 
"Kt—  63 


'P-Q3 
B—  K2 


23 


KtxB 


'" 


11 


P— 64        25 


12B_Q2 
jgP^KKH 


" 


B— 63 
QR-Ktsq.26 
Kt— Q2 


16 


19 


P— 63 
B— 64  ch. 

K— R  sq. 
rP-Kt6 
Kt— K4 
.B  -Kt3       27 
'P— R3        28 
R— Kt3 
Q— K2 
Q-K3 

sq.  29 


fl  iQ_B  sq. 
9?Kt-K2 

""R—  K  sq. 
nqKt-B4 

""R—  K2 
?.Kt-K6 

"^ 


30 


R-Ktsg.D 
Black  resigns.  31 


Game  4. 

Leipzig    Chess    Con- 
gress, 1877. 

ZUKERTORT 
SCHALLOPP. 

rKt—  Kt3     32 


B—  Kt3 
Kt—  B3      33 

Kt—  K2 
QB— 


QB—  KB4 

Kt—  Kt3 
B-Kt3 


34 


iP— 


KB-QE4 
P—  KR4 


35 


6 


-B3 

— O— O 


-r          _ 

1  Oo_Kt4  ch. 
K-Ktsg. 

lDR_Bsq. 

B-Kts      36 
1  /  KKt—  K2 
l  0Q-Q8  ch. 

10K-B2 


'B-K3  D 
.BxBch. 


Q-Q7ch 


P-K6ch. 


37 


24 
25 
26 
27 


BXR 
RXB 


QXP 
RxR 


R-Qsq. 

QXP 
Q-Q7 
Q — Kt  sq. 


RXKt_and, 

U"  after  a  few 
moves,  Black 
resigned. 


T1IK  SCOTCH  (,AMl;lT.  7g> 

Tschigorin  v.   Schiffers. 

1.  Game  i.— 7. . .  .Kt— K4;  8B— K2+!,  8  P— Q4;  gP— KB4(or  gKt— Q2,  9  Q— KKt3),9. . .  .QKt— B$ 

is,  in  our  opinion,  the  best  defence  here,  for  if  10  P — K5,  10  Q—R$  ch.  (not  10 KtXB  ;  n  Px 

Q,  u  KtxQ  ;  12  PxP+)  ;  ii  P— Kt3,  n  KtXB  ;  12  Q— R4ch.,  12  B— Q2+. 

2.  Game  i.— The  capture  of  this  P  was  at  least  hazardous  at  this  juncture. 

3.  Camel.— If  10 O— O  ;  u  Kt— Q2,    11   Q— Kt3  ;  12  Kt— Kt5,   recovering  the  P  with  a  strong. 

attack. 

4.  Game  i. — An  excellent  move  which  obviously  prevents  Black's  castling  at  once,  as  he  threatens  to> 

win  a  piece  by  P — 65. 

5.  Game  i.— White  might  have  also  recovered  the  P  with  the  better  game  by  Kt— 85,  but  as  wilt 
be  seen  this  is  much  stronger.     He  threatens  again  P— 65,  etc. 

6.  Game  i.— Weak.     Q — R5  was  his  best  play. 

7.  Game  i. — Foreseeing  the  sacrifice  of  the  exchange  which  White  would  recover  with  a  P  phis  after 

20. . .  .Q— Kt2  ;  21  RXB,  21  PXR  ;  22  KtxP,  22  Q— B2  ;  23  KtxR,  23  KxKt ;  24  PxP,  and 
should  Black  attempt  24  QxRP,  the  reply  B--B4  followed  by  Q — K6  would  win  for  White.  But* 
no  doubt,  he  would  have  chosen  this  line  of  play  as  the  lesser  evil  had  he  perceived  the  fine  combin- 
ation which  White  winds  up  with. 

8.  Game  i.— Of  course  if  R — B2,  White  wins  by  6—64. 

9.  Game  i. — A  masterly  coup  which  leaves  no  escape  for  the  opponent. 

10.  Game  i. — Of  course  overlooking  the  opponent's  deep  design.     But  he  could  not  win  the  game,  for 

if  the  Kt  removed  White  would  win  by  Q — Q7  ch. 

11.  Game  i. — A  highly  ingenious  and  brilliant  termination. 

12.  Game  i . — Mate  is  forced  in  three  more  moves.     If  25 R — B2  ;  26  Kt— K6  ch.,  26  K— Kt  sq. ;  27 

R— K8  ch.,  and  mates  next  move.     And  if  25 K— Kt  sq. ;  26  6—64  ch.,  26  R— 62  ;  27  R— K8 

ch.,  and  Kt— K6mate. 

Paulsen  v.  Anderssen. 

L3.     Game  2.— After  8  KKtxKt,    8  KtPxKt ;  9  BxB,   9  PxB  ;  10  O— O,  10  P— Cj3  ;  u  B— K3,  we 

somewhat  prefer  White. 

L4.     Game  2. — Probably,  in  order  to  avoid  the  slight  disadvantage  of  the  last- mentioned  variation. 

L5.     Game  2. — Weak  on  general  principles,  and  it  also  drives  the  B  to  a  more  favorable  post.  Much  better 
was  10 KtxKt ;  n  PxKt,  11  P— Q4  ;  12  P— KS,  12  Q— Kt3. 

Game  2.— rOwing  to  Black's  weak  advance  of  the  QRP  in  the  loth  move,  this  usually  good  develop- 
ing resource  is  not  available  and  costs  a  Pawn. 

Game  2.— Black  gives  up  another  P  in  order  to  lay  a  trap  which,  however,  turns  out  unsound. 

Game  2. — 20  R — B2  would  not  have  been  good,  as  Black  might  have  replied  P — KKt4,  and  it  21  P 
XP,  21  Kt — K2,  and  wins. 

Game  2.— On  this  and  the  next  move  Black  has  evidently  relied  in  forming  his  counter-attack,  but 
as  will  be  seen  White  has  an  ingenious  reply  in  store. 

Game  2. — The  only  salvation,  but  also  sufficient  to  insure  victory. 

Game  2.— For  after  the  exchange  of  Queens  White  can  easily  release  himself  by  R  (62)— KB  sq.> 
making  room  tor  K — B2. 

Blackburne  v.  Mason. 

Game  3. — This  exchange  is  not  to  be  recommended. 

Game  3.— White  might  have  maintained  his  two   Bishops  by  B — K3,    and  if  then  8 KKt — Kjt^i   . 

9  B— QB  sq.,  and  the  Kt  would  be  driven  back  again  ultimately  by  P— KR3-     (Dufresne. ) 

Game  3.— A  decisive  error,  as  soon  appears.    (Dufresne.) 

(Continued  on  page  8z.) 

t   \.   ' 


So 


THE  SCOTCH  GAMBIT. 


GAME  No.   I. 

Move  24.     QxKt  ch. 

BLACK — SCHIFFERS. 


GAME  No.  2. 

Move  22.     R — B2. 

BLACK — ANDERSSEN. 


m 


WHITE — TSCHIGORIN. 


WHITE — PAULSEN. 


GAMEiNo.  3. 

Move  26.     R— KKt  sq. 

BLACK — MASON. 


i  4 


GAME  No.  4. 

Move  19. ..  .B — K/3. 

BLACK — SCHALLOPP. 


in 
"  


WHITE— BLACKBURNE. 


WHITE— ZUKERTORT. 


THE  SCOTCH  GAMBIT.  Si 

(Contimud fro m  page  79-) 

Game  3. — To  prevent  B— Kt5,  which  would  have  been  Black's  best  answer  to  the   move  in  the  text, 

White  ought  to  have  played  u  P— KKt4,  for  if  1 1 BxP;  12  BxB,  12  KtXB  ;  13  KR— Kt  sq., 

13  Kt— 63  ;  14  Kt— Q5,  14  K— R  sq. ;  15  RxP,  15  KxR  ;  16  R— Kt  sq.  ch.,  and  wins. 

Game  3. — Better  than  playing  the  KR,  which  is  retained  in  order  to  support  an  eventual  advance  of 
the  KRP. 

Game  3. — Blackburne's  play  is  a  good  model  for  the  attack  against  the  side  on  which  the  opponent 
has  castled. 

Game  3.— If  18 Kt— B6;  19  Q— K3,  19  KtxR  ;  20  RxKt,  followed  by  R— Kt3  and  R— R3,  with 

an  irresistible  attack. 

Game  3.— Much  better,  was  clearly  the  same  R — K  sq. 

Game  3. — Black  here  misses  the  opportunity  of  recovering  the  game,  for  we  believe  he  could  win 

by  23 Kt— 65  ;  24  Q— 62  (if  24  BxKt,  24  RxP  ;  25  Q  moves,  25  RxKt,  followed  by  BxR  or 

.  RXB) ;  24 RXP;   25  R— Kt  sq.   (if  25  Kt— K6,    25   RxKt)  ;   25 B  — O2,  with  a  P  ahead 

and  a  good  game. 

Game  3.— For  White  must  win  the  Q  by  RxP  ch.,  followed  by  P — Kt;  ch. 


Zukertort  v.    Schallopp. 

Game  4. — This  move  was  first  introduced  by  Blackburne. 

Game  4.— 6  Q— Kt4,  6  Kt— 63;  7  QxP,  7  KR— Kt  sq. ;  8  Q— R6,  8  BxP  ch.  would  give  Black  the 
better  game. 

Game  4. — As  he  is  bound  afterward  to  advance  the  QP,  a  hole  is  created  in  the  centre.  There  was 
no  danger  in  O — O. 

Game  4. — It  was  high  time  to  get  into  comparative  safety  with  his  K  by  O — O. 

Game  4.— It  is  interesting  that  though  White  is  menaced  with  the  loss  of  a  piece  all  along,  his 
counter  attack  gives  the  opponent  no  time  for  taking  it. 

Game  4. — A  simple  way  of  saving  the  piece  as  well  as  the  Q  which  was  threatened  by  either  R  mov- 
ing to  Q  sq. 

Game  4. — The  exchange  is  given  up  in  the  hope  of  making  some  impression  with  his  Pawns  on  the 
King's  side,  and  this  seems  to  have  been  his  best  plan,  though  he  was  only  one  P  behind  he  had  no 
game  left  otherwise.  Of  course,  if  QxKtP  at  once,  White  would  answer  BxB,  followed  by  R— 
Ktsq. 


THE  SCOTCH  GAMBIT. 


,P-K4 
IP— K4 


9KKt-B3 
"QKt— B3 


PXP 


Game  5. 

Dufresne  I^ehrbuch, 
Des  Schachspiels. 

MINCHIN 
WAYTE. 


KtXP 
4B-B4 
cKt-B5 
0P_Q4 
«KtxP  ch. 


UK— ~rS  sq. 

7K*-RR5 

Kt— Kt3 
OKt-B3 
QPXP  39 

OQB— KKt5 

P-KB3     40 

1UR— Ksq.  Ch. 
,  .B— K2 


D     41 

.Q-Q2          4:2 

IP— KR3     43 

,K-Qsq. 


QKtxB 


KtxKt 


t—  K5 


Kt—  Bych. 
and  wins. 


Game  6. 

Dufresne  Lehrbuch, 
Des  Schachspiels. 

MEPHISTO  * 
AMATEUR. 


KKt—  63 


pB-K2 
Dp_Q4 

7o-o 

'B— K3 
«Kt— B^? 


44 


»Q-B4 
>KB— QKt5 
'KKt— K2 


11 


Q— Kt3 
P-KB4 

P— KB4     45 


\  Q      /sv 

ICO— O— O 
,  ,BxKt 


46 


Kt-Kt5 


A^B— B4ch.  47 

IP8-^ 

A  OB— K3       48 

1'BxBch. 
jn^XB 


g—  B2 

P-B4 


—  Ksq. 


K—  Ktsq. 
R—  Ktsq. 


n_Q4 


49 
50 


•  T^i T>- 

JRXPch.DSl 
52 


Q— Kt6  ch. 

and     White 
mates  next  move. 


27 


Game  7. 

Salvioli  The  or  i  a  &* 
Practica, 

Von  BILGUER 

Von  HEYDE- 

BRAND. 


B—  Kt5  ch. 
P-B3 


PXP 


53 


n 
'P—  B3 

-Kt 


Kt-R3 


KtxP 


Q—  K2 
KtxKt 


54 


10 

1U 


IOQXB 

10p_Q4 

.  .R-K  sg.  ch. 

14K-Qsq. 

4rKt-B3 
10B—  R6       55 
P-KKt3 


17QR—  Qsg.ch. 
i/B—    2 


i  n- 
lOR- 


Bsq. 


fiU 


R—  Ksq. 
RXEch.    56 


—  K2 


Kt—  Ktsq. 
Q-Kt5 
Q_K  sq. 


White  wins. 


Game  8. 

Gossip's  Manual. 

KOLISCH 
HARRWITZ. 


O—  O 


nr-^ 

°PXP 

'Kt— R4      57 
pBxP  ch. 
OK— B  sq. 
gQXBP 

lfl|x| 

luKt— B3       58 


59 


.KxKt        60 

icl=l£_ 

8-Q2 


61 


FK-Ktsq. 
RXKt 


p_B3 


62 


63 


Q — Q6  ch. 

•B— K3 


Kt-B3 


.R— Ksg.   64 
)R— K  sq.   65 


66 


Game  8—  Cont'd. 
67 


-Kt3 


R-Ksq. 


00Q-Kt4      68 
»"0— Kt8 


—  KR4 


QxRP 


OUQ—Q7  69 
Q-Ktsg.ch.i 

0  /  K— R3  7tt 
R-B6ch.Dj 

OOpxR 

,QB-B4ch.  and 

U  "White  wins. 


*  A  so-called  automaton  chess  player,  which  was  exhibited  in  London  for  many  years, 
Mr.  Gunsberg. 


and  was  conducted  b] 


THE  SCOTCH  r.AMUIT.  83 

Minchin   v.  Wayte. 

39.  Game  5. — Compare  Col.  30,  where  we  give  B— K2  at  this  juncture,  but  with  no  better  result,  for 
White,  whose  game  is  already  compromised. 

40.  Game  5.— If  10  B— K2,  10  R— K  sq.;    n  O— O  (or  11  PxKt,  u  BxB;  12  Q— Q2,  12  Kt— Kt5  +  ); 

ii. ..  .BXB  ;    12  KtXB,  12  KKt— KKt5,  and  wins. 

41 .  Game  5 .  —Excellent  play . 

42.  Game  5-— If  13  PxB,  13  KtXKBP  ch.;    14  K— B  sq.,  14  Q— R6  mate. 

43.  Game  5.— Of  course,  quite  good  enough,  but  13 Kt— KKt5  was  likely  to  lead  to  the  following 

brilliant  termination  :    14  Q— KtS,  14  BX?  ;    15   QXQ,  15    Kt-B6  ch.;    l6K— Qsq.;  16  Kt— 67 
mate. 


Mephisto  v.  Amateur. 

Game  6. — Compare  Col.  13. 

Game  5. — An  error  which  costs  a  P.     10 B — Q2,    followed   by  K — Q  sq.,  and  afterward  Kt — B 

sq.,  was,  as  Herr  Dufresne  points  out,  the  right  defence. 

Game  6.— 14 BxB  ;    15  KtXB,  15  QxKt  was  far  superior,  and  would  have   given  Black  the 

best  of  the  game. 

Game  6. — B — Oj  was  preferable  (Dufresne). 

Game  6. — An  error  which  costs  another  valuable  P.     Again  B— Oj  was  better  (Dufresne). 

Game  6. — Not  perceiving  the  opponent's  brilliant  design. 

Game  6. — The  initiation  of  a  brilliant  plan. 

Game  6. — White  now  finishes  off  with  a  series  of  master  coups. 

Game  6. —Or  25....  K— B  sq.;   26  R— B;  ch.,  26  K— Kt  sq.;  27  R— Kt3  ch.,  27  K— Rsq.;  28 
RXP  ch.,  28  KtxR  ;   29  Kt— 67  mate  (Dufresne). 


Von  Bilguer  v.    Von   Heydebrand. 

Game  7. — Compare  Col.  40.     The  right  move  here  is  Q — 63. 
Game  7. — Very  fine  play  which  gives  White  an  overwhelming  attack. 

Game  7.—  If  15 ...  .PxB  ;   16  QR— Q  sq.  ch.,  16  B— Q2  ;   17  Q— Kt7,  17  QR— B  sq. ;    18  QxP  at 
B6,  18  KR— B  sq. ;   19  RxB  ch.,  19  QxR  ;  20  QxKt  and  wins  (Salvioli). 
Game  7. — A  most  beautiful  combination. 


Kolisch  v.    Harrwitz. 

Game  8. — This  resource  is  unfavorable  for  the  defence.  Q — Q2  is  quite  safe  here,  followed  by  Kt — 
R4  in  reply  to  QxBP,  with  a  P  ahead  and  a  very  good  game. 

Game  8.     Not  good.— Kt— K2  was  by  far  better. 

Game  8.— Forced.     For  if  B— Kt3  White  wins  a  clear  piece  by  Q—Qs  ch- 

Game  8. — Q— Q5  ch.  would  now  have  been  bad  play,  for  Black  would  interpose  B — K3,  and  if 
White  answers  Kt — Kt5  ch.,  Black  replies  QxKt,  remaining  with  two  Pawns  and  a  R  for  two 
minor  pieces. 

Game  8.— Probably  a  miscalculation. 

Game  8 — Of  course  he  dare  not  capture  the  B  on  account  of  the  rejoinder  P— K6  dis.  ch. 

*- 

(Continued  on  page  85.)  ^ 


THE  SCOTCH  GAMBIT. 


GAME  No.  6. 

Move  12 BxBP. 

BLACK — WAYTE. 


GAME  NO.  6. 

Move  25.     RXP  ch. 

BLACK— AMATEUR. 


WHITE— MIXCHIX. 


WHITE— MEPHISTO. 


GAME  No.  7. 

Move  24.     R(Ksq.) — Q  sq. 

BLACK — VOX  HEYDEBRAXD. 


i 


GAME  No.  8. 

Move  38.     R(B4)B6  ch. 

BLACK — HARRWITZ. 


•  B 

"'<* 


WHITE — VOX  BILGUER. 


WHITE— KOLISCH. 


mi.  SCOTCH  <..  \MIUT. 


(Continued  from 

63.  Game  8.  —  Weak  play  which  costs  two  Pawns.       B—  B4  was  the  correct  move,  for  he  could  recover 

the  P  by  Q—  Q6  ch.,  in  answer  to  PyP. 

64.  Game  8.  —  An  error  which  exposes  him  to  loss.      R  —  Q   sq.  was  the  proper   move,  whereupon  if  26 

.  .  .  .B—  Q4  ;   27  K—  B2,  27  Q—  Kt5  ;  28  RxB,  28  PxR  ;   29  QxQP,  and  should  win. 

65.  Gam-j  8.—  Black  could  have  won  now  by  25  ____  B—  Q4  ;   26  Kt—  KS,  26  R—  K  sq.,  threatening  RX 
Kt,  followed  by  Q—  Kt5  ch.     The  reply  27  B—  K7  would  be  of  no  use  on  account  of  27  ____  Q  —  B7 
winning. 

66.  GameS.—  H26....P—  KKt4;   27   BxP,  27   PxB  ;   28  RxB,  28   RxR  ;   29  QxR,  29  QxQ  ;  30 
KtXP  ch.,  etc.  (Gossip).     We  add  that  B—  62  was  preferable,   as  Black  had  already  three  Pawns 
for  the  piece,  and  should  have  drawn  at  least  after  exchanging  Rooks. 

67.  Game  8  —  28  RxR  would  have  lost  on  account  of  28  ____  QxKt  ch.;   29  K  —  K  sq.,  29  Q  —  1<5  ch.; 
30  K—  K2,  30  QXP  ch.  and  wins  the  B  ;   for  if  31  B—  B2,  31  P—  B6  ch.  wins  the  Q  (Gossip). 

68.  Game  8.—  Much  better  was,  we  believe,  33  R—  Kt4,  33  Q—  63  ch.  ;  34  K—  Kt  sq.,  34  R—  R4  (there 
seems  nothing  better,  for  otherwise  White  forces  the  exchange  of  Queens  by  Q  —  B5  ch.)  :  35  QX 
QKtP,  etc. 

69.  Game  8.—  Black  had  again  recovered  ground,   and  we  believe  he  would  have  won  with  facility  on 

account  of  the  great  superiority  of  Pawns,    by  R—  K/3,  threatening  6—65,  which  he  could  not  play 
at  once  as  White  would  reply  RXB  followed  by  BxR- 

70.  Game  8.—  The  final  and  fatal  error.     He  had  still  a  very  good  game  if  he  retreated  K—  Kt  sq. 


86 


THE  SCOTCH  GAMBIT. 


jP-K4 
lp~K4 


KKt-B3 
^QKt-B3 


Game  9.      Game  10. 


Game  11 


Game  12. 


lrienna  Tournament         Match. 


PAULSEN 


STEINITZ 


ZUKERTORT.    ZUKERTORT.  OUR— KKt8 
y|KtXP 31R_KB8 


Illustrated     London 

Game  9-Cont'd.  New,. 

STAUNTON 
..  105 


Game  11-Conf  d. 


QKt 


,KtxKt 
'KtPxKt 


fc 


/P-04 


OQB-K5ch. 

OOp_B3 
Q.B— B4 

"4R-B4 

35" 


•  B-B4 
^Kt— B3 

QB-KKt5l06 
0 


Correspondence 
Game. 

VIENNA 
LONDON. 

KtxP 


)— K7  ch. 

^-R3 

>— R4  ch. 


rKt-RKt5 
OB— Kts  ch. 


B4 
P-B3 


'P— Q4 

,QB-KKts  71    Q0-0 

HO-O 


84 


°P— B4 
.  nB-Kt5  ch. 
1UK— Bsq. 


R(QB4)XKBP    Bp-7| 
JR-5Kt4   81    uS 


1O7 


85 


^ Black  resigns. 
Game  12-Cont'd. 

30^ 


"QXP  ch. 

'K— Qsq. 
QP-O 

°BXB 


113 


B4 


,Kt- 


-o  72 


B—  Q3 
Kt—  Kt3 


86 


KR3 


UOR— KHch.       11 
K-B1_821 

OOR-QKt3         19 


P-QKt4 


pxP 

Q-Ktsq. 


PXP 


13 


P— KR3     73iUKt— Kt 
PXKt         74  .  .B— K2 

-14o=5r 


87 
88 


Iflp     r>R4 

^^~13o      K-K3l°8 
andwin,83       Q^KtS 


-11 

-12 


Ct— B3 
^Kt— KB3 


KKt— 
P— 


QB— KB4  75  .  -BxKt 


Game  10-ContU          QKt— Q2 


-B  sq. 


n  n  r — VD6  1VL — »-lJ 

,Q— Bsq.  QUO— Ktsq.  95  4  0K~R  sct- 

'QR-Ktsq.       iOB-K7 
.P_QR4     76     aR— K  sq 


89  n , P— 


35 
36 


Q-B3 

n^=?3 

lUR— K  sq. 
Kt— Q2 

14Kt-R3 

.  rKt(Q2)-K4 


BX 


QR3 
QRP 


R3 
B-B3 


9O 


)=K^ 1?6^- 

Ct— Kt6    96  i  '  B— K3 
,«BxP 


QXP 

,QXP 

109  UU0— B 


77 


p—  KB4 
R-K6 


38^ 


-QB3 


P—  QKt3 
B-Kt2 


97 


K-Ktsq. 


78 


-QKt3 


1QQ-K4Sqil0.qJ.-D. 

lOn KPx  OUQ K 


.B-R5 


91 


.R-Ktsq. 


QxQ 

QpBXQ 

^*R— Rsq.       ^^RXR 

onBXP  79onB-Kt4 


22 


.    92 


«  nK— R2        98  « l KR— K  sq. 
OUQ_QKt3   9900Kt~QB4 
Q17K-Ktsq.         ^^RXR 
«J'B-Kt2  , 

»R— Kt2  t 


R-QBsq. 


P-B3 
R—  K  scl- 


22 


•RXB 

1R— RSch.SO 

.KXP 


QKtxKt 


111 


Q-R7     D 

B-Kt2 


BxR 


Q?-B3      100 

OOn-_B4ch. 


Kt~R4 


RXB 


—  Ksq. 


.  K—  R2      1O1 


^JR-QRsq.  115 
.gR-QBsq. 


—  QBsq. 


R—  K4       93 
P-KR4 


29 


T 

oqPrRi. 

"OR— K5 


94 


1O2 

>P— Kt4     1O3 

'B— K7  and  wins. 
104 


Q_Q8  ch. 

,B— K4ch.  D 
"112 


Q-K7 

B-Bsq. 


|QR— Q  sq. 
KR— K  sq. 

•g^ 

Kt— R4 
[Q-Q3 

,P-QKt3  114 
•KtxB 


9RK— R  sq. 
/IDoKf— Kt2 


_  QR4 


in^-Ksq. 
™O-B7       116 


THE  SCOTCH  GAMBIT.  87 

Paulsen  v.  Zukertort. 
Game  9.—  We  would  suggest  here  the  following  new  line  of  continuation:  9  B — Q2,  9  P — 84  (or 

9 PxP  ;  10  KtxP,  10  BxB  ch. ;  u  KxB,  and  we  prefer  White,  who  may  get  one  weak  P  in 

the  centre,  if  continued  n KtxKt ;  12,    QxKt,   12  QxQ  ;  13  PXQ,  which,  however,  can  be 

well  defended  ;  whereas  Black's  Pawns  on  the  Q  side  are  badly  situated,  and  White's  King  is  also 

more  available  for  the  ending.     Again  if  9 BxKt ;  10  BxB,    10  PxP  ;  II  O—O—O  followed 

by  B— Kt4with  an  excellent  attack);  10  B— Kt5   ch.,    10  K— B  so.;  II   Q— B2,  II  Pxl';  12 

O— O-O,  12  QR— Kt  sq.;  13  B-B6,  13  PxP ;  14  KR— K  sq.,  14  B-K3  or  Q— Oj  ;  15   Bxl* 

and  we  think  White  has  a  good  attack  for  the  P  given  up.     He  threatens  now  B— K3,  followed  by 

P— QR3,  etc. 

Game  9. — White  gives  up  the  piece  in  order  to  regain  it  by  an  ingenious  process. 

Game  9.— Of  course  if  QxP.  the  reply  R— Q8  ch.  followed  by  BxKt  ch.,  wins  the  exchange.     The 

move  in  the  text  was  the  best,  for  it  was  necessary  to  prevent  B — R6  ch.  after  White  plays  PxKt. 

Game  9.— We  should  have  preferred  14  B  —  R4,  and  if  14 P— Kt4  ;  15  PxKt,  15  QxP  ;  16  B — 

Kt3,  and  the  B  will  obtain  a  fine  attack  at  KS  after  R— K  sq.,  or  else  White  might  proceed  with 
P— KR4,  etc. 

Game  9. — B — K.3  threatening  P — QR3  was,  we  believe,  stronger  and  might  have  led  to  the  follow- 
ing continuation  :  15 PX?  ch.;  16  K— Kt  sq.,  16  B— K3  ;  17  R-Q3,  17  P— 65  ;  18  R— 63,  18 

K — Kt2  ;  19  Q— Kt3  ch.,  19  K— R2  ;  20  RxP,  with  an  excellent  attack. 

Game  9. — We  see  no  reason  why  he  should  not  have  first  played  BX?  ch.  followed  by  P — QR4,  as 
in  actual  play. 

Game  9. — PXP  was  not  alone  safe,  but  indispensible.  If  Black  replied  B — R4,  then  White  would 
answer  K — Q2. 

Game  9. — Black  misses  here  a  fine  opportunity  of  finishing  off  in  a  brilliant  manner  by  19. . .  .B — R6, 
which  threatens  BX?  ch.  followed  by   Q— R6,  and  if  20  QxR   ch.,    20  K— Kt2  ;  21  BxP  ch.,  21 
K— R2,  and  should  win. 
Game  9.— Probably  his  best  defence.     If  23  B— Kt5,  23  KR—  OB  sq. ;  24  B—  Kt3  (or  24  B— Q6,  24 

B— B6,  etc.,  or  24  B— Kt6,  24  KR— QKt  sq.,  etc.,  Chess   Monthly]  ;  24 P— B6  ;  25  R— Q4,  25 

B— K2  ;  26  B-K  sq.,  26  R— 64  ;  27  R— QKt4,  27  RxB  ;  28  RXR,  28  RxP,  and  wins. 

Game  9. — A  much  stronger  move  was  25 R— QB  sq. ;  for  if  26  KxP,  26  B— R6  ch.,  followed  by 

RXR  wins  a  piece,  and  if  26  P— 63,  26  R— R8ch.;27  KxP,  27  BxP  ch.,  and  wins.  Or  if  26  R— Kt4 
ch.,  26  K— R2  ;  27  B— Q6,  27  R— R8  ch.;  28  KxP,  28  B— B6  ch.,  and  wins. 

Game  9.  — An  excellent  move  which  leaves  White  no  time  for   advancing  the  P,  for  in  that  case 
Black  would  win  by  R — Kt7  ch.,    whereupon  White's  K  must  retreat   to   B  sq.,  in  order  to  avoid 
mate  in  two  moves  commencing  with  R — B8  ch.,  and  then  R — QB6  wins  the  P. 
Game  9.— After  39  K— R2  or  R  sq.,  39  R— QB6  ;  40  P— 67,  40  R— 63,  followed  by  K— K3,  Black 
wins  with  ease. 

Game  9.— Continued  41  K— Q  sq.,  41  R  (KB6)— QB6,  42  6—64,  42  R— B8  ch.;  43  K— K2,  43 
R— 67  ;  44  RxR,  44  RXR  ch. ;  45  K— 63,  45  P-R4  ;  46  K— Ktj,  46R  —65  ;  47  K— 63,  47  K— 
K3  ;  48  K— K3,  48  P— RS  ;  49  K— 0.3,  49  K— Cj4  ;  50  K— K3  (Signer  Salvioli  considers  that  White 

might  have  drawn  by  B— Q6),  50 R—  K$  ch.;5i  K— 63,  51  R— K  sq.  552  K— Kt4,  52  K— KS;  53 

B-Q6,  53  P-B4  ch. ;  54  KxP,  54  P-B5  J  55  K-Kt5,  55  P-B6  ;  56  B-Kt3,  56  R-QB  sq. ;  57 
P— R4,  57  RxP,  and  wins. 


Steinitz  v.  Zukertort. 

Game  10.— If  8 KtxP  ;  9  O— O,  9  KtxKt ;  10  Q— K  sq.  ch.,  etc. 

Game  10. — Best.     BxKt,  though  it  doubles  a  P,  gives  White  attacking  opportunities  by  R — QKt 

sq.  and  P— QB4.     And  if  10 B— K2  ;  II  BxKt,  II  BxB  ;  12  KtXP,    12  BxP  (of  course  if  Qx 

Kt,  the  Q  is  lost  by  BxPch.)  ;  13  R— Kt  sq.,   13  6—83    (or  13.... B— K4  ;    14  BxP  ch.,  fol- 
lowed by  Q— R5  ch.)  ;  14  Q— R5,  14  P— Kt3  ;  15(^—63,  and  wins  the  exchange. 
Game  10.— Threatening  BX?  ch.,  followed  by  Kt— Kt5  ch. 
Game  10.— An  excellent  move  which  gives  the  second  player  the  advantage. 

Game  10.— The  only  defence  for  Q— RS  was  threatened,  and  if  14  P— KR3,  14  KtxP  ;  15  KxKt  ; 
1 6  Q— R5,  followed  by  P-KB4  and  65. 

Game  10. — This  and  the  next  move  are  not  favorable  to  Black's  position.  B — O2  with  a  view  of 
advancing  the  KBP  was  much  stronger. 

Game  10. — White  now  assumes  the  offensive.  He  threatens  BxP,  followed  by  Kt— 85  ch.  if  Black 
retakes.  Black  cannot  answer  P — Q5  on  account  of  the  reply  R — K4. 

Game  10. — White  could  not  take  the  P  on  pain  of  losing  a  piece  by  BxKt  either  before  or  after  the 
exchange  of  Queens  accordingly. 

Game  10.— R— K  sq.  was  much  better.  But  if  24  KtxP,  24  R— Q2  ;  25  BxR,  25  QxKt  with  a 
good  game,  for  though  White  is  a  P  ahead  he  can  hardly  win  on  account  of  the  Bishops  being  of 
opposite  colors. 

Game  10. — Black  has  finely  taken  advantage  of  the  opponent's  omission  in  the  24th  move,  and  he 
taken  indisputable  possession  of  the  open  Kings'  file. 

(Contim ted  on  page  89.) 


THE  SCOTCH  GAMBIT. 


GAME  No.  9. 

Move  13.     P— KS. 

BLACK— ZUKERTORT. 


GAME  No.  10. 

Move  42 BxP 

BLACK— ZUKERTORT. 


m 


WHITE — P  AULSEN . 


WHITE  — S  FEINITZ. 


GAME  No.   I  I. 

Move  28.     B— K4  ch. 

BLACK — .  . 


GAME  No.   12. 

Move  43.     Q— R7. 

BLACK — LONDON. 


WHITE— STAUNTON. 


WHITE  —VIENNA. 


TIIK  SCOTCH  r.AMFUT.  89 

(Continued from  page'  87 .) 

Game  10.. — A  weak  move  which  compromises  his  Kings  side.  He  could  have  obtained  an  excel- 
lent attack  by  P— QKt4  instead,  which  would  have  broken  Black's  Pawns  and  must  have  ultimately 
won  the  centre  Pawn. 

Game  10.— The  idea  of  compelling  White  to  advance  the  KKtP  was  a  good  one,  as  it  weakens  his  * 

Kings'  side,  but  there  was  no  reason  against  playing  Q — K4  at  once. 

Game  10.— A  feeble  move,  for  he  has  to  return  again  to  the  post  he  leaves.     Much  better  was  32  P 

-KBi,  32  R— K6 ;  33  PxP,  33  ?XP  ;  34  QXP,  34  QXQ  ;  35  RXQ,  35  RXP  ;  36  K— Kt2,  36 

B— Kt2  ;  37  Kt— Q5,  37  R— K6  ;  38  K— B2,  with  a  fair  advantage  in  position. 

Game  10.— A  very  fine  move.     White  dare  not  take  the  P  with  the  Kt,  for  B  would  retake,  followed 

byR— K8ch.  andRxR. 

Game  10.— Very  weak.     K — Kt2  followed  by  P — KB3,  should  Black  reply  B — Kt2  was  the  right 

play. 

Game  10.—  Threatening  R— K7  followed  by  QxP  ch.  and  B— Kt2. 

Game  10.— Best.     For  Black  threatened  RxKt  or  R— K8  ch. 

Game  10.— An  error,  of  which  Black  very  cleverly  takes  advantage.     41  K— Kt2,  ;  41  R— K6  ;  42 

Kt— K6,  would  have  given  White  fair  defensive  chances,   for  if  42. . .  .BxP  ch. ;  43  QxB,   while 

otherwise  White's  Kt  enters  at  Q4. 

Game  10. — A  beautiful  move  which  wins  by  force. 

Game  10.— White  had  no  good  move.     If  43  Kt— Kt2,  43  BxKt  ;  44  KxB,  44  PxP  ;  45  PXP,  45 

R-  QB8  ;  46  P— B4,  46  R— 67;  47  K— B  sq.,  47  P— Q7;  48  K— K2,  48  P— Q8,  queening  ch.,  and 


wins. 


Game  10.— Continued  ;  44  Kt— Kt2,  44  P— Q7  ;  45  Kt— K3,  45  QBPxP  ;  46  RPXP,  46  BxP,  and 


Staunton  v. 


105.  Game  n. — In  Gossip's  Manual,   where  we  find   this  game  quoted,   Mr.    Staunton's  opponent  is 
described  as  "  one  of  the  best  players  of  the  age." 

106.  Game  n. — We  consider  this  absolutely  disadvantageous.     The  proper  continuation  is  5  O — Q,  5  Kt 
XP  ;  6  R— K  sq.,  6  P— Q4;  7  BxP,  7  QXB  ;  8  QKt— B3, 8  Q— KR4;  9  KtxKt,  9  B— K2;  10  B— 

Kt5,  with  the  better  game. 

107.  Game  n. — Black  had  much  the  better  position  and  a  P  ahead.     There  was  not  the  slightest  neces- 
sity for  giving  up  the  material  advantage,  and  he  ought  to  have  proceeded  with  P — Q3. 

108.  Game  n. — The  "hole  "  here  formed  might  have  been  fatal  to  White  toward  the  end  of  the  game  as- 
will  be  seen,  and,  at  any  rate,  it  exposes  him  to  a  strong  attack. 

109.  Game  n. — We  do  not  think  that  the  sacrifice  of  the  two  Pawns  which  follows  is  warranted  by  the 
position.     He  could  have  established  the  majority  of  Pawns  on  the  Queens'  side  with  a  very  good 
game  011  account  of  his  having  two  Bishops  by  P — KB3. 

110.  Game  1 1. — This  is  loss  of  time  and  helps  the  opponent  to  force  a  longer  diagonal  for  his  B.    Q — Tte 
was  evidently  better  at  once. 

111.  Game  1 1 . — An  excellent  coup  which  qualifies  the  leader  of  Black's  game  as  a  strong  player. 

112.  Game  n. — It  is  singular  that  Black  should  have  had  here  an  opportunity  of  executing  a  similar  mate 
to  that  which  Morphy  had  in  his  celebrated  game  with  Paulsen.      Compare   Four  Knights'  Game. 
The  right  move  was  28.  ..  .P — KKt3  ;  whereupon  after  29  BxP  ch.  (there  is  nothing  better),   29. 

QXB  !  ;  30  KtXQ,  mate  follows  by  30 B— B6  ch.;  31  K— Kt  sq.,  31  R— Kt7  double  ch. ;  32  K 

moves,  32  R — Kt8  mate. 


Vienna  v.  London. 

Game  12. — Black's  ninth  move  has  the  merit  of  preventing  the  immediate  development  of  the  first 

player's  attack,  and  compels  the  latter,  sooner  or  later,  to  play  P — KKt3,  thereby  weakening  the 

Pawns  on  the  K's  side. 

Game  12. — The  utmost  that  White  could  have  obtained  by  taking  the  Kt  on  his  24th  move,  would 

have  been  to  recover  the  Pawn  lost,  in  which  case,  we  thought  Black's  position  for  the  end  game 

would  have  been  preferable.     Thus  24  KtxKt,  24  Q— 64  ch.;  25  K — R  sq.,  25  RxR  ch.;  26  RX 

R,  26  BXB  ch.;  27  KXB,  27  QxKt.;  28  QxP,  28  Q— B  sq.;  29  P— Kt3,  29  P— 63  ;  followed  by 

K— B2+. 

Game  12. — By  this  move  we  consider    Black  obtained  a  clear  winning  position. 

Game  12. — And  the  game  was  given  up  as  drawn,  Vienna  having  resigned  the  other  game.    London, 

however,  had  much  the  best  of  the  encounter  ;  and,  had  the  game  been  played  out,  would  jn  all 

probability  have  won. 


*8 


THE  TWO  KNIGHTS'  DEFENCE. 


This  defence  is  in  reality  a  counter-attack  on  Black's  third  move,  which  being 
[jo  early  instituted  ought  to  be  disadvantageous  to  the  second  player  on  principle. 
(According  to  the  German  Handbuch  the  first  mention  of  this  highly  interesting  open- 
ing is  made  by  the  Italian  author  Polerio  1590. 

Our  main  idea  how  to  treat  the  first  players'  game  is  laid  down,  as  usual,  in  Col.  it 
and  rests  on  the  entirely  new  9th  move,  for  White,  that  seems  to  have  escaped  the  atten- 
tion of  all  analysts,  being  no  doubt  opposed  to  the  manner  of  the  old  school  which  often 
was  too  eager  to  guard  the  King's  side  too  much.  In  the  present  instance  we  do  not 
,  think  that  the  doubling  of  the  KRP  can  do  White  as  much  harm,  as  it  weakens  the 
defence  by  exchanging  an  active  B  and  giving  White  two  Bishops.  It  will  be  observed 
that  the  KRP  is  safe  enough,  for  if  Black  after  exchanging  plays  Q — Q2,  White's  B  can 
enter  at  KKt4,  In  some  cases  White  may  even  castle  on  the  King's  side,  but  not 
without  due  precautions  against  the  formation  of  an  attack  by  B — Q3  and  Q — K4.  But 
the  extra  P  on  the  Q  side  will  more  than  fully  outweigh  any  disadvantage  in  White's 
situation  of  Pawns  on  the  other  wing  which  can  be  sufficiently  protected.  To  this 
column  should  be  added  the  following  new  variation  :  If  6.  .  .  .B — Qz  ;  7  Q — K2,  7 

B— Q3  ;  8  QKt— B3,  8  O— O  (or  8 P— KR3;  9  BXB  ch.,  9  QXB  ;  10  KKt— K4, 

loKtXKt;  nQXKt,  n  P— KB4  ;  12  Q— KR4,  12  O— O  ;  13  P— QR3— if  13  P— 

QKt4,  13  B— K2— 13 P— QB4  ;  i4  P— Q3+) ;  9  BXB,  9  QXB;  10  P— QR3, 

JOP_QB4;  iiP-Q3+. 

In  Col.  6  we  merely  show  that  the  resort  of  Kt — KR3  is  not  as  good  in  conjunction 
with  B — R4  as  when  the  KB  is  concentrated  for  the  defence  on  the  King's  wing.  Black 
gets  a  little  advantage  in  position  as  he  recovers  his  P,  and  White's  Queen's  centre  is  kept 
weak.  The  two  Bishops  are  of  little  account  in  that  position.  How  to  play  for  Black 
against  9  KKt — 63  is  shown  in  subsequent  columns. 

The  line  of  play  adopted  by  White  in  the  loth  move  in  Col.  3,  namely,  the  retreat 
oftheKt — Kt  sq.,  has  not  been  considered  worth  sufficient  notice  by  the  authorities. 
But  we  have  given  it  some  analysis,  especially  as  the  attempt  of  White  to  win  a  piece 
leads  to  some  brilliancies.  In  Cols.  4  and  5  we  give  a  new  key  move  to  the  counter- 
attack in  reply  to  10  Kt — KS,  namely,  P — KKt4  applied  respectively  on  the  nth  and 
i  2  thmoves  for  Black.  Cols.  7  and  8  are  presented  not  so  much  on  account  of  their 
practical  value  than  as  examples  of  sacrificing  tactics  which  Black  is  enabled  to  institute 
owing  to  the  undeveloped  state  of  the  adverse  game.  Compare  especially  Note  3. 

Col.  9  answers  the  entrance  of  White's  Kt — K5  in  a  new  manner  and  secures  a  draw 
which  for  some  tournament  purposes  might  be  enough  for  the  defence,  considering  that 
according  to  Col.  i  White  ought  to  win.  In  Cols.  10  and  12  White  wins  against 
new  counter-attacks,  which  in  previous  variations  held  good,  but  cannot  be  recommended 
under  altered  conditions.  In  Col.  1 1  three  different  lines  of  play  for  Black,  which  may 
be  brought  about  by  transpositions  of  moves,  are  demonstrated  in  favor  of  the  first 
player,  though  hitherto  it  has  been  considered  doubtful  which  side  had  the  advantage. 


The  idea  of  Col.  1 3   is  old,    though   it  is  little  known  that  it  originated  with  the 
author  about  23  years  ago,  for  the   books  only  accredited  us  with  the   move  Q — Q6  for  I 
Black,  which  may   come  in  at  the   I5th   or   i6th   move  respectively,    whereas  the  whole  I 
variation,  from  this  point  up  to  Black's  25th   move  as  given  in  the  main   line  of  play  in  ' 
note  28,  occurred  first  between  the  Rev.  W.  Wayte  and  ourselves.     The  identical  moves  j 
occurred  afterward  between  Mr.  C.  E.  Ranken  and  the  Rev.  W.  Wayte.  This  is  not  so  extra- 
ordinary considering  that  the  moves  on  each  side,    from  the  i5th  move  of  Black,  are  not 
alone  the  most  plausible  but  are   almost  all   forced.     In  Col.  14  we  arrive  at  a  different  ] 
conclusion  from  those  of  previous  authors  by  the  new  process    n   KKt — Q2.     Col.  15  is 
quoted  from   the  Handbuch.      The  line  of  play    pointed  out  in   Col.    16  has  never 
occurred  in  practice  to  our  knowledge,  but  it  seemed  to  us  sufficiently  interesting  to  be 
worth  investigation.      In  Col.  1 7  we  ventured  an  analysis  based  on  an  idea  of  Lowenthal, 
but  we  disagree  with  his  conclusions.     The  key   move  of  Col.  18  was  hitherto  supposed 
to  lead  to  an  even  game,  but  we  think  our  improvement,    8    Q — K  sq.  instead  of  8  P 
— QB3,  will  support  our  view  that  White's  majority  of  Pawns  can  be  maintained  with  the 
better  game. 

In  Cols.  19  to  22  inclusive  we  introduce  our  new  defence  or  counter-attack  in  the 
leading  variations  of  this  opening,  in  which  White  sacrifices  a  piece.  The  idea  of  giving 
up  the  QKtP  at  once  was  first  published  in  the  International  Chess  Magazine, 
Avhence  it  was  quoted  in  the  Lipschutz  edition  of  Gossip's  Manual  In  the  next 
column  an  example  is  given  in  favor  of  White,  if  Black  proceed  in  the  old  way  by  9.  ... 
P — 63  instead  of  9.  ...  P — QKt4,  which  we  recommend. 

In  Col.  25  a  suggestion  of  the  Rev.  W.  Wayte  which  appears  to  us  some  improve- 
ment on  the  Handbuch  attack,  is  taken  up  and  analytically  extended,  while  in  the 
next  column  the  Handbuch  variations  are  also  shown  to  result  in  favor  of  the  attack, 
though  with  greater  difficulty  and  with  novel  additions  at  the  end. 

Cols.  27  and  28  are  new  and  we  thought  them  interesting,  though  they  may  be  of  no 
more  than  theoretical  value.  29  and  30  are  already  well  known.  The  former  was  first 
published  by  Zukertort,  and  of  the  latter  Staunton  is  the  author. 

On  the  next  table  Col.  32  is  quoted  from  the  Handbuch,  while  Cols.  31  and  33 
dealing  with  the  same  subject  are  materially  altered.  But  most  remarkable  is  the  line  of 
play  treated  in  the  three  next  columns.  We  find  the  key  move  and  some  variations 
quoted  by  Salvioli  from  Lolli,  an  old  Italian  writer.  On  close  examination  we  come  to 
the  conclusion  that  the  preparation  move,  6P — Q4,  is  the  best  key  move  to  the  attack 
and  that  there  is  no  satisfactory  defence  to  it.  Therefore  it  must  be  regarded  as  far 
superior  to  6  KtXBP,  which  was  hitherto  in  fashion. 

The  table  following  deals  with  the  attacks  4  P — Q4  respectively  4  O — O,  which  were 
much  in  favor  for  some  time  with  players  or  theorists  who  wished  to  avoid  the  complica- 
tion arising  from  4  Kt — Kt5,  or  perhaps  distrusted  the  latter  attack.  But  we  think  that  they 
only  lead  to  an  even  game  at  the  utmost,  and  in  the  majority  of  cases  would  be  unfavor- 
able for  the  first  player,  whereas  our  Col.  i  and  Cols.  34  to  36  established  the  superiority 
of  White  against  the  two  chief  lines  of  defence,  or  respectively  counter-attacks,  viz. : 
5  Kt— QR4  and  5.  .  . 


TWO   KNIGHTS'    DEFENCE. 


93 


.P—  K4                ~KKt—  B3 

ftB—  64                J  Kt—Kts             CPXP 

lp—  K4                "QKt—  B3 
fiB-Kt5  ch. 

"Kt-B3              4p_  g4                bgKt—  R4 

Dp_B3 

First  Continuation    ... 

7,  ,  .    .  .   _  . 
PXP 

fl3-1^1                                               Cob 

Second  Continuation 

Q                                                                                            \^Ui». 

-    Cols  276 

Third  Continuation 

0 

Col*    ic    1  6 

.Kt—Kts            rpXp 

8 
i, 

_  P_Q3  ?                   j^^uiij  f*L  - 

R 

. 

*P—  Q4                 bgKt—  R4 

0                                        (/ 

Col      17 

P—  KR3 

Col    18 

.Kt—Kts             r?XP 

n                                        n 

KB—  QB4 
pKtXBP              jjQ—  B3  ch.          0Kt—  B3 

4p_Q4                 &KtXP 
First  Continuation    ... 

bK—  Kt                /K—  K3               ^Kt—Kts 
9  XT  —  -*v4 

. 

First  Defence        .... 

9_    . 

Cols     IO  to  22 

Second  Defence    - 

P—  QKt4  ! 

-     Col    2? 

Second  Continuation 

P—  B3 

-    Col  24 

TV 

4  Kt—Kts             ..PXP 

RKtXBP               7Q-B3  ch.          nKt~B3 

Cols.  25,  26. 

4P_Q4                 UKtxP 
.Kt—Kts             rpXP 

«KxKt                'K—  K3               ^Kt—  K2 
6v^/—  •  Jtx5 

-    Cols  27  28 

"VT 

.Kt—Kts 

First  Continuation    • 

-B—  P  ch. 

b 

cKtxBP 

Cols  3i  to  33. 

VTT 

.Kt-Kts             -PXP                ( 

b 

First  Tiffpncp 

f 

6.    . 

Col    TA 

PXP 

.    .      Col  55 

Third  Defence 

6.     . 
P—  KR3 

-    -      Col.  36. 

VTTT 

lp-°4 

eB-K2 

Po—  o 

Cols.  57  to  40. 

b 

.    -      Col.  41. 

TX 

.0-0 

•  5               

.    .      Col.  42. 

94 

9KKt-B3 

1  WU  KIM1L 
B-B4 

rJrllb'   LU£F£m;i£. 
jKt-KtS 

lp—  K4 
1 

flQKt—  B3 

2 

QB-R4? 

"Kt—  B3 

3 

nKt—  Ktsq. 

4p_Q4 

4 

B-K2 

'PXP 

B-K2! 

Op     in?-, 

"r  —  -rvf^3 

QKKt-KR3Dl 

UP—  KR3 
QKKt-B3 

UP—  KR3 
nKKt-B3 

"fixKt 

mPxB 

UP-KS 

Q-K2          4 

aP-K5 
Kt-K5? 

11B~B3 

1UB_K3 
nKt-K5             1 

"KB—  QB4 

1UB_Q3          7 
.    P-KB4 

Hp-K5 

11Q-Q5              l 
4  QBxP  ch.            4 

AO—  o 

?P-QKt4 

AAp_KKt4! 

12P"Q4 

A  2g_K4 
4  0B—  Kt2  +      3 

l^KtXB 
.  qKtXKt             . 

KXB 

11BXP 

Id 

1 
1 

"Kt—  Kts  cl 
K-Ksq. 

Q-Q? 

4g_R5  ch. 

nP-QKt3 

Q-B3  + 

6  AOP_K6  D 
'   RQBXKP 

PXP 


—  R4 
5 


6 


8p_KR3 
gKt-KR3 


—  Bsq. 


-KKt4      8iftKi—  Kt2+lO 


.B-RS 

^KR— R2 


Column  i.     Move  9.     KKt — R3. 

BLACK. 


i  II 

2k      ^O^      ^       Y/TJTT///  «""^=    %^^      ^      %£h/// 


Column  4.     Move  15 P— K6. 

BLACK. 


...... 


WHITE. 


TWO  KNIGHTS'  DEFENCE.  95 


1.  Col.  i. — Much  better  than  Kt — KB3,  which  seems  to  have  been  assumed,  hitherto,  as  the  only  move 

for  White. 

2.  Col.  i.— We  see  no  other  way  of  pursuing  the  attack  for  Black,  since,  if  White  be  allowed  to  play  P 
— Q3,  his  position  will  be  perfectly  safe,  and  he  may  even  castle  on  the  King's  side  afterward  with- 
out any  danger. 

3.  Col.  i.— Continued:  13. ..  ,B— Q3;  14  Q— K2,  14  O— O;  15  P— Q3,  15  PxP  ;  16  QxQ,  16  BxQ  ; 

17  PxP.     White  is  a  P  ahead,   and  after  bringing  out  his  B  to  K3  he  may  castle  on  the  Q  side  or 
even  play  K — K2  and  his  two  Bishops  and  the  extra  P  on  the  Q  side  secure  him  the  advantage. 


4.  Col.  2.— If  10  Kt— KS,  10  Q— Qs,  etc. 

5.  Col.  2. — From  the  German  Handbuch. 


6.  Col.  3.— Continued:  16  Q— K2,  16  B— Ry,  17  QxB  (after  17  P— Kt5,  17  PxP;  18  QxKt,  18  PX 
B  ;  19  Kt— K2,  19  Kt— 65  ;  20  R— B  sq.,  20  Q— K2  ;  Black  has  also  an  irresistible  attack),  17  Q— 
67  ch.;  18  K— Q  sq.,  18  KR— Q  sq.;  19  K— 62,  19  Kt— K6  ch. ;  20  K— Kt2,  20  Kt  (K6)— 65  ch.; 
21  K — B2,2i  Q — B8,  and  wins. 


7.     Col.  4.  —10 Q — B2  may  also  be  played  here,  and  is  likely  to  lead,  by  a  transposition  of  moves,  to- 

the  variations  in  Col.  5. 


8.  Col.  5.— Black  also  gets  here  the  best  of  the  game,  by  12 PX?  e.  p. ;  13    KtXP,  13  B— KKt5  ; 

as  recommended  by  the  Rev.  W.  Wayte.  This  variation  might  be  continued  14  QKt — Q2,  14  O — 
O,  14  K — 62  (if  15  O— O,  15  Kt — Q4,  etc.)  ;  15  QR— K  sq.,  followed  by  P— QB4,  with  an  excel- 
lent attack. 

9.  Col.  5.— Continued  :  16  P— Kt6  (or  16  PxB,  16  PxP  ;  17  QBxP,  17  QX?+) ;  16. . .  .BxRP  ch.; 

17  K— R  sq.,  17  R— Kt2  ;  18  PxP  ch.,  18  K— B  sq.;  19  BxP,  196—65;  20  BxR  ch., 
21  P— KKt3,  21  B— Q3  ;  22  B  -Kt6,  22  KxB  ;  23  P  Queens,  23  Q— R2ch.,  and  wins. 


Col.  6.— Continued  13  Kt— R3,   13  QxRP  ;  14  P— Kt5,  14  Kt— Qsq.;  15  Q— K2,  15  Q— K$  ;  16 
PXP,  1 6  KtxP  ;  17  Q— R6,  17  6—64+. 


96 


P-K4 


—  K4 


9KKt-B3  QB-B4_ 

"QKt— B3        "    UKt— B3 


TWO  KNIGHTS'  DEFENCE. 
.Kt— Kt5 


pB-Kt5  ch. 

-R4  Op— B3 


8 


PXP 


PXP 

B-K2 


«P— KR3 

nKKt-B3 
HP— K5 

inKt~K5 
IUB-Q3 


Kt-Kt4 
AlKtxKt 


14 


Q-K2 


9 


10 


Q-Q5 

P— KB4! 
KB— $64 

,R-B  sq. 


10 


11 


12 


14iOQ_Q4 

,P-Q4        15, 


IHIQ-O  X^Q— R5  ch. 

.P— KKt3  .  _Kt -  B3       13  4  rK— Q2        16 


D 


D 


Kt— Kt2     2O 


1  Ap— Kt4 

12P-B3 


17 


13 


Q-Q3 

^ *•*  A    t  "        y-tvt 


e.p. 


QXP 


24 


— QR4!    214rKt— B3 


,P-QKt3          4  pPXB  4  0P-QKt4          <pP-Kt5+   23,pBXP 

~10p-K6ch.        lDKt-B5  ~lDKt-Q4 


K-Bsg. 
-I  /  Kt-  K4      12 


K-B2- 
l/Kt-1 


19 


Kt-Kt5  ch.— 


17 


25 


Column  7.     Move  15 BxP- 

BLACK. 


Column  9.     Move  15 


\jLrn    m 


m 
'mm.  *  mm. 

I  v\ 


%  *  m% 

•  • 
•f1 '  B 

k 


ill*™ 


» 


WHITE. 


\VHITE. 


TWO  KNIGHTS'   DLFKNCE.  97 


11      Col.  7.— Threatening  KtxP,  followed  by  B— Kt6. 

12.     Col.  7.— Continued:  18  QxP,  18  BxP  ch  ;  19  RxB,  19  QxR  ch.;  20  K  moves,  20  QR— K  sq., 

and  wins. 


13.     Col.  8.— Or  15  P-KKt3,  15  Q— R6,  16  Q— B  sq.,  16  Q-K3  ;  17  Q— K2,  17  Kt— 65  ;  18  O— O, 
18  Kt— K4  ;  19  QxP,   19  P— KB4 ;  20  Q— KS,   20  P— 65  ;  21    PxP,    21  RxP  ;  22  QxR,  22 
Q— R6  ;  23  P— KB3,  23  R— KB  sq.;  24  Q— K4,  24  KtxPch.;  25  RxKt,  25  RxR,  and  wins. 


Col.  9. — An  attempt  at  a  similar  attack  by    13 Kt— Kt$    can  be  defeated  by  14  Q— R4.  14  Q— 

R5  ch.;  15  P— Kt3,   15  QXRP;   16  QxKP,  etc. 

Col.  9. -Or  14?— QKt4,  14  Q  -R.5  ch.;  15  P- Kt3,  15  QXRP;  i6PxB,  16  QxP  ch. ;  17  R— B2, 
17  KtxKBP;  18  Q— R4,  18  Kt— R6;  19  QxKt,  19  KtxR+- 

Col.  9.— Obviously  15  P— Kt3,  15  QXRP  ;  16  PxB,  16  QxP  ch.;  17  K— Q2  is  worse,  if  only  on 
the  ground  of  17 Kt— K6  ;  18  Q— K  sq.,  18  KtxR  ch. ;  igQxKt,  19  B— R6,  and  White  can- 
not prevent  QxP  ch.  and  QxKt. 


|7.     Col.  io.— Or  13  PxP,  13  PXP;  14  RXKt,  14  QxKt+. 

18.  Col.  io.— Better  than  14  P— QKt4,  14  PxP  ;    15  Kt — Kt4,  15  BxKt  ;    16  BxB,  16  Q— K.t4,  with  a 

fine  attack. 

19.  Col.  io.— Continued  :   17 KtxKt :    18  PxKt,  18  QxP  ch.;    19  K— *B2,  etc. 


20.  Col.  ii. — The  order  of  this  and  the  next  two  moves  of  Black  may  be  transposed  and  White  will  pro- 

ceed in  the  same  way  as  in  the  text. 

21.  Col.  ii. — We  consider  this  stronger  than   15  Q— R4,  to  which  Black  replies  15. . .  .Kt — Q  sq.,  and 
White  has  only  obstructed  the  forwarding  of  Pawns  on  the  Queens'  side  where  he  has  obtained  the 
superiority. 

22.  Col.  ii.— There  seems  nothing  better.     IfP — QR3,  White  replies  QKt— R3- 

,     Col.  ii.— If  16 PXP  ;  17  BXP  ch.,  and  if  16 P—  64,    17  QKt— RS,  etc. 


24.  Col.  12.— Clearly  14 QxQ  ;  15  BxQ,  followed  by  PxP,  also  loses  for  Black. 

25.  Col.  12. — Black   has  hardly  anything  better  than   17.... KB  —  Kt2  in   order  to   prevent  Kt — Q4, 

whereupon  White  Castles  and  afterwards  develops  the  QKt  at  R3.     Or  if  17 B— Q3  ,  18  P— Q 

Kt4,  1 8  Kt— Kt2  ;  19  Kt—  R3  +  . 


TWO  KNIGHTS'  DEFENCE. 


.P-K4 

9KKt—  B3                  QB-B4 

4Kt—  Kts                   c 

PXP 

13 

pB-Kt5  ch. 

"QKt—  63                  "Kt—  I 

14               15 

53 

16 

QQKt—  63 

4p_Q4 
17 

RP-Q3? 

QKt—  R4 

18 

P-B3 

Op—  KR3     33 

KB—  QB4 
0-0 

'PXP 

B-K2 

'P—  KS        34 

8Q—  K2 

'O—  O 
RQ—  K  sq. 

UP-KR3 
QKt-B3 

8g_B2 
q                       nB-R4       31 

KtXB 
QPxKt 

Op—  K5 
1flKt-K5 

inp~°4        inp"Q3 

"QB—  KK 
jnKt-Q5 

LS          "KB—  QB435 

P—  KR3 
.  «Kt—  K4 

1UQ__Q5 

.  .Kt—  KH? 

1UP-K5               lUo-0 
.  .  KKt—  Q2             .  O—  O 

KtxKt 

Kt—  R2 

ss* 

BXKt 

HQ—  62               Up—  KR3 
9QKt-B3   29     9Kt-K4 

llR-Qsq. 

llp_K6  D 

HQ—  K2 

12p_K6 

A  ^P—  K6        30  AflRtxKt 

1<JP—  KB4 

nPxB 

nPxB 

.  .K—  Esq. 

1  UpxP  ch.            1  Up_KB4+ 

.  .  Kt—  K6 

l"Kt—  KS      36 
.  .Kt—  B  sq. 

UQ-Q3+ 

.  pP—  63         26 

-K—  Ktsq.+ 

0-0 

14g_R5  Ch. 

M 

1  OQ—Q6  ch.  D 
.  RQ—  K2        27 

l&Kt-B5 

^P-S 

17QxQ 

16R—  Q2+ 

32^6—64+ 

•1'RXQ+       28 

'Coluir.,1  13.     Move  15 Q—  Q6  ch. 

BLACK. 


Column  17.     Move  n  ...  .P — K6. 

BLACK. 


• 


ill 


. 

I 


WHITE. 


WHITE. 


TWO  KNIGHTS'  DEFENCE.  99 


Col.  13. — This  and  the  next  move  on  both  sides  may  be  transposed  in  their  order. 
Col  13.— Or  1 6  B— K2,  16  Q— Kt3  ;  17  P— Q4,  17  P— 64+. 

Col.  13.— Continued  18  P— QKt4,  18  R— K  sq.;  19  B— K2,  19  R— Q3;  20  PxB  (if  20  P— Q4,  20  Q 
R— K3;  21  B— R6  ch.,  21  Kt— Kt2l;  22  KxP,  otherwise  Black  plays  Kt— Kt5,  etc.,  22  Kt— K5  ch. 

23  K— Kt  sq.,  23  B— Kt3  ;  24  B  — Kt2,  24  R— KB3  ;  followed  by  Kt— 67,  and  wins).     20 QR 

— K3  ;  21  B— R6  ch.,  21  K— B2  ;  22  KxP,  22  Kt— K$  ch.;  23  K— Kt  sq.,  23  KtxP  at  QB4; 

24  B— Esq.,  24  R— K8;  25  B— Kt2  (or  25  B— R3,  25  Kt— Q6;  26 P— KKt3,  26 KR— K7;  followed 
by  R — 67  and  wins)  ;  25  Kt — Q6,   threatening   RXB  ch.,    and  to  mate  next  move,  and  Black 
ought  to  win. 


29.  Col.  14. — 12  Kt — KB  sq.  is  also  a  good  move. 

30.  Col.  14.— If  12.    .   QB— KB4  ;  13  Kt— KB  sq.,  followed  by  Kt— Kt3,  with  an  excellent  game. 


31.      Col.  15.— If9P— KR3,  9P— KR3;  loKt— K4,  loKtxKt;  ii    QxKt,  n  P— KB4+.     The  main 
variation  is  from  the  German  Handbuch, 


Col.  1 6. —Continued  17  Q— Kt8  ch.,  17  K— B2  ;  18  Kt— K*5  ch.,  18  K— 63. 


Col.  17.— If  6. . .  .KtxP  ;  7  Q— B3,  7  B— KS  ;   8  KtxB,  8  PxKt ;  9  Q—  RS  ch.-f . 

Col.  17. — 7. . .  .QB — KKt5  as  played  by  Mongredien  against  Morphy  is  much  inferior.     For  after  8 

P — KR,3  8  BxKt;  9  QxB,  as  actually  occurred,  9 P— Iv5  ;    10  Q — K2  leaves  Black  with 

the  much  inferior  game  as  besides  his  being  unable  to  recover  the  P,   the  other  side  has  ex- 
changed the  Kt,  the  protection  of  which  causes  him  much  trouble  in  one  leading  variation. 

Col.  17.— 9 B— K2  ;  10  KKt— Q2,  loQB— KB4  ;  n  P— KB3,  is  much  in  White's  favor. 

Col.  17. — The  variation,  so  far,  is  suggested  by  Lowenthal,who  recommends  here  14  O — O  and  after 

14 Kt — Kt6;  15  Q— 63,  15  KtXR  ;  16  KtxKt,    dismisses   the  game  in  favor  of  White  on  the 

ground  that  he  has  two  Pawns  for  the  exchange,  but  as  one  of  them  is  doubled  and  another  can  be 

immediately  prevented  from  advancing  by  16 P— KB4,  we  totally  disagree  with  that  conclusion 

and  would  decidedly  declare  the  game  to  be  in  Black's  favor. 


100 


TWO  KNIGHTS'  DEFENCE. 


<P-K4 
IP— K4 


19 

7Q-B3  ch. 
'K— KT 


nKKt-B3 
"QKt— 63 


20 


B-B4 


Kt-B3 


KI—  Kt 
Q-K4 


P—  QKt4! 
B-Kt3 


Kt—  B3 

21 

' 

KtxP 


1?P-KB4     37,9P-QR4 
l6P_B5  1"R_ Esq. 


B-Kt3 


jKt— Kts 
4P-Q4 


22 


KtxBP 


23 


KxKt 

24 


p—  B3 


BxP 


P— QR3     46 

KtxP  ch. 

K-Q  sq. 


IB— R3  luKt— R3      43 

B— R4        42  .  .  P~Q4 


—  63 


—  Q3 


PXBP 


U 


;KtxP         40    .P- 

lp_P{r  "lOK 


41 


L.    38,  ,KtxR 


Kt— Q6ch.  +  iUP— QB4 
D 


15 


B-R2 


Kt—  KB3  + 


.pQ-C^ch^ 
lt5K-B2 


17 


QXQ  ch. 

RXQ-I-    39 


44  4  0Q~B7 


13 


P—  QKt4 
B-Kt3  + 


t—  R4  ch. 


—  Kt4 


Column  19.     Move  13 KtxKt. 

BLACK. 


Column  21.     Move  13. . .  .Kt — Q6  ch. 

BLACK. 


•  i 


WHITE. 


WHITE. 


TWO  KNIGHTS'  DEFENCE.  101 


37.  Col.  19.  —Or  12  KtxP,  12  Q— Q2  ;  13  Kt— 63,  13  K— Q3+. 

38.  Col.  19.— Or  14  PXP  dis.  ch.,  14  Kt  (B6)— Q4  ;  15  P— QB3  (if  15  P— QR3,  15  KtxP  ch.,  with  a 

piece  ahead  and  a  good  game)  ;  15 Q— Kt3  ;  16  PxKt  (16  QxP  ch.  is  worse,  for  after  16 

K— 132  Black  threatens  R— K  sq.);    16 Q— QS,  and  should  win. 

39.  Col.  19. — Continued  :   18  KR— Kt  sq.,  18  PxP  ;  19  RXB  (if  19  B— R4,  19  6—63  and  wins),  19  P 

XB  ;  20  PxKt,  20  BXP  ch.,  20  K— Esq.;  B— B  6,  and  wins. 


40.     Col.  20.— If  13  P— Q3,  13  Q—R4,  threatening  BxKt+.     Or  13  Kt— R3,  13  Q— 63+, 


41.      Col.  21. — Against  any  other  move  Black  plays  Q — Q5- 


42.     Col.  22.— Or  ii  BXB,  ii  KtXB  ;  12  P— Q4,  12  KtxKt ;  13  QxP  ch.,  13  K— 62  ;  14  PxKt,  14 

Q-Ksq+. 


43.  Col.  23.  — Cordel  in   Fuhrer  Durch Die Schachtheorie  suggests  if  10 Q— QR4;  ii  PxKt,  ii  Qx 

R  ;  12  O— O,  12  B— Q3  ;  13  P— Q4,  with  a  fine  attack. 

44.  Col.  23.— Stronger  than  12  QB— 64,  12  K— O.2  !;  and  if  13  BxP,    13    KtXKt,  or  if  13  KtxKt,   13 
PXB,  etc. 

45.  Col.  23.— Continued:  13. ..  .B— Kt2  ;  14  BPxP,  H  Q— Q2  ;  15  O— O,  15  K— K2  (White  threatens 
to  cut  off  that  escape  by  B— KKt5)  ;  16  B— Kt5   ch.,    16  K— K  sq.;  17  P— K6,  17  Q— Q3;  18  BX 
Kt,  18  PXB  ;  I9Q— 65  +  . 


46.     Col.  24.— 9  P— Q4  may  be  treated  in  a  similar  manner,   namely:  by  9 KtxP  ch. ;  10  K— Q  sq., 

10  KtxP  ;  ii  BxKtch.,  ii  K— Q3  ;  12  Q— 67,  12  K— 64,  etc. 


102 


TWO  KNIGHTS'  DEFENCE. 


—  K4 


25 


26 


KKt-B3 


"QKt—  B3 


27 


28 


4 
29 


t—  Kt5 


30 


(;_^_ 

UKtvp. 


KtxP 
KtxBP 


KxKt 


6 

yQ-B3  ch. 
'K— K3 
nKt-B3 

OKI— K2 


Op— B3        47 

.  nQB-KKt5 

lUp— KR3! 

11B-R4        48nQBxKt 

HP— KKH 

4  oB-Kt3  • 


B—  Kt2      49 

pxp 


O_O— O 
1"B— Kt4ch. 
.  QK— Ktsq. 
l«jR_Bsq. 


tQ— B2  Tl<— B5 

.O—O  ,•  rQxPch. 

>R-B  sq.  13K-B2 

,KR— Ksq.  ,  pKtXKt 


5D^r  ch. 
K=K7~ 


51 


OKI— B3 

7E~Kt3 
'P-Q4 


'QxKt  ?P-KB3 

BxKt  KtxRP__53     Q^ 

Kt— Q  sq.  52     0Kt— Q5 


8 


17 


HE: 

18 


ch. 


K—  Esq. 
B—  Kt3!+50 


Kt-B3 


—  K2 


LP— KR3 

>Q-Kt3- 

JKt-Ks— 


nQXKt 
"QXQ 


10^ 


ch. 


K-Qsq. 


"K-Q2 

jnKt-B7 
l^Q-Ksq. 

,  A  KtxR 


K-Q  sq. 


K-B  sq. 


Kt-K3 


RP-Q4 

Dp— KR3     56 

^KtxKt 

'KXB 

flP— Q5 

OKt— K2 
gQ-R5  ch. 


.  .  Q— B4  ch. 
UK— Ktsq. 


12 


QKt-B3+  57 


14 


-QB4 

,QKt-R3+54 


'KB— QB4+D 


Column  25.     Move    17.     Q— R$. 

BLACK. 


Column  29.     Move  I3 . . . .  B — QB4. 


TWO  KNIGHTS'  DEFENCE.  103 


47.  Col.  25.— Best.     If  9. . .  .PxP  ;  10  KtxKt,  followed  by  Q— ICj.  ch.,  wins. 

48.  Col.  25. — An  excellent  move  suggested  by  the  Rev.  W.  Wayte. 

49.  Col.  25.— If  12. . .  .PXP  ;  13  O— O-O,  13  PxKt ;  14  KR— K  sq.  ch.,  14  K— Q2  ;  15  BxKt,  15  P 

XB  ;  i6RxPch.,  16  K— K  sq.;  17  Q— RS  mate. 


Col.  26. — Salvioli  quotes  the  following  continuation  from   Allgaier  :  18.  . .  .R — 64  (if  18. . .  . 
19  Q— QB5  ch.,  19  Q— K2;— for  if  B-K2  the  reply,  Q— 64  wins—  20  Q— Q5,  20  R— B2;  21  QR— 

K  sq.,    21    Q— B2  ;    22  KR— B  sq.,    22  B— B3  ;    23   Q— K4,    23 R— K2  ;    24  Q— R;,    24 

K— K  sq.;  25  Q— Kt8  ch.,  25  K— O.2;  26  B— R4  ch.,  26  K— Q3  ;  27  RxB  ch.,  27  PxR  ;  28  Q— 
KKt3  ch.,  28  K— Q4  ;  29  Q— B3  ch.,  29  KxP  (or  29  K— Q3;  30  Q— QR3  ch.  + ),  30  Q— Q3  ch., 
30  K— B4;  31  Q— Kt5  ch.,  31  K— Q5  (or  K— (£5,  32  R— Q  sq.  ch.  and  Q-Q5  mate);  P— 63  ch., 
and  wins)  ;  19  Q — K4,  19  Q — B2,  and  now  in  the  illustrative  game  given  by  Allgaier,  White 
played  Q — Q3,  but  we  believe  he  can  win  at  once  by  QR — K  sq.,  followed  by  P — Kt4  and 

Q-R7-  

Col.  27. — If  6 Q—  Q2,  White  obviously  wins  a  P  at  once  by  KtXBP  or  QxBP  ch. 

Col  27.— 8 Kt— Q5  would  lose  on  account  of  9  QxP  ch.,  9  K— Q  sq. ;    10  P— KR4,  ro.Q— Kt5 

(or  10 Q— K2;  11  QxQ  ch.,  II  BxQ;  12  K— Qsq.);  II  Q— B6  ch.,  II  K— Q2;  12  Kt— 63,  and 


53.  Col.  28.— 8  BxKt,  8  Kt— Q5;  9  B— 67  ch.,  9  K— K2;  10  Q— R3  ch.,  10  K— Q2;  11  Q— Q3,  n  PX 

Kt;  12  P— 63,  12  K — K2  will,  we  believe,  give  White  no  advantage,  albeit  he  can  win  a  P  by  13 
PXKt,  i3  KxB;  14  Q— 63  ch.,  for  after  14 K— Kt  sq.,  White's  game  is  in  such  an  unde- 
veloped state  that  he  cannot  long  maintain  his  material  superiority. 

54.  Col.  28.— White  will  catch  the  imprisoned  Kt  by  P— QKt3,  and  B— Kt2. 


55.  Col.  29. — This  ingenious  variation  was  published  by  Zukertort  in  theCity  of  London  Chess  Magazine. 
White  has  no  good  defence.  If,  for  instance,  14  Q— K  sq.,  14  Q— R4;  15  QBxP,  15  R— K  sq.;- 16 
Q— Q2,  16  B— K7  ch. ;  17  KtxB,  17  RxKt,  and  wins. 


56.  Col.  30.— 6 PXP  is  fatal  on  account  of  7  B— Q5,  and  if  7 Kt—  63  ;  8  Q— Kz  ch.     Again,  i£ 

6.'. .  .KtXP  ;  7  P— QB3,  7  QKt— 63  ;  8  B— Q5,  and  wins. 

57.  Col.  30. — This  variation  is  given  by  Staunton. 


io4 


TWO  KNIGHTS'  DEFENCE. 


.P-K4 

9KKt-B3                         nB-B4 

jKt—I 

^ 

IP—  K4 

31 

UQKt—  B3                       UKt—  63 

33   ^  34 

4 
35 

36 

rKtxBP 

\^          rPxr94 

o-o5 

RQ.-K2?               pR-Bsq?             RP-^! 

OB-B4 

°Kt—  Q5                °B—  B4                  Opxp           65 
7P-KKt3            »P—  KKt3            ,,0-G 

P—  KR3 

B—  K2 
7KtXBP 

/QKtxP      58 
pB-K3  !      59 

'KtXQ                 'QxRP                'B—  K3 

pFxQ             n^~K2     62   OR—  Ksci-  66 

'PxKt 
QBxKt 

'KxKt 
gQ-B3  ch. 

UP—  Q4        6O 

-KtxP 

0(i)Kt_g5!          BRtxKtP             "Q—  Q2 
QKtxR                 «PxKt                  QKtxBP  D 

UP—  KB3 
QBxKt  ch. 

Kt-B3 

OPXB 
jjBxKt 

"KtxP  ch.            "^XP  ch.              "KxKt        67 
•  «K  —  K2               .  «K  —  Q  sq.           .  pQ-B3ch.-f68 

Q  p^  t> 

.  nQXQBP  ch.      , 

«  Kt—  Kts 
,nQ-K4 

BXB 

IWRtXR?      611UR-Bsq. 
iiQ-^S        63 

1UB-Q2 
44Q-K4+ 

P-QR3        " 

9Q-Q5  ch. 

ilp—  64  D 
64 

,9Kt-Q6  D'blech. 

11 

HKt-R3 
j  nQXP  ch.    69 

fiKt-K.3 

nQxP(QB5) 

1«K—  K2 

l«K—  Ba 

.  Kt  —  Q3  + 

RXR^ 

!  jjBxP  ch. 

—  B  sq.    70 


Column  33.     Move  n. . .  .P — Q4. 

BLACK. 


Column  34.     Move  9.     KtxBP. 

BLACK. 


WHITE. 


TWO  KNIGHTS'  DEFENCE.  105 


Col.  31.— Or  7 BXP  ;   8  B— K/j,  8  BxP?  ;  9  KtXR,  9  BxR;  icQ— Q5,  and  wins. 

Col.  31.— Stronger  and  more  simple  than  8  KtXR,  8  P— Q4;  9  B— K2  !  (if  9  BxP,  9  QB— KKt5, 

followed  by  Kt— B6  ch.,  and  wins);    9 QKtxQBP  ;  10  B— Kt5  ch.,  10  P— 63  ;  u  QxKt,  u 

PXB,  and   Black  has  still  a  strong  attack.      If,  however,  8  P— QB3,?  8  KtxKBP  ;  9  RxKt,  9 
Kt — K3  and  wins. 

Col.  31— If  8....Kt— Q3  ;   9  KtXR,  9  KtxB;    10  BxKt,   10  BxB  (or   io....QxB;    u  Q-Rs 
ch.  +  )  ;    u  P— QB3,  u  B— Kt3  ;  12  Q— Q.5,  12  Kt— Q3  ;    13  Q— Kt8  ch.+ 


31.     Col.  32. — This  variation  is  quoted  from  the  Handbuch. 


132.     Col.  33.— If  8  KtXR,  8  BxP  ch. ;  9  K— K2,  9  Q— R4  ch. ;    10  K— Q3,  10  Kt— QKt5  mate. 
33.     Col.  33.— Black  threatens  P—Q4  followed  by  B— KKt5-      IfiiR— 63,   n  Q— R$  ;    12  KtxP;  12 
Q — R8  ch.  and  wins. 

84.     Col.  33.— Or  12  KtxP  dis.  ch.,  12  P— KKt3  ;    13  RxR  ch.,  13  BxR;    14  QxRP,  14  KtxKt+. 


35.     Col.  34.— If  6. . .  .KtXP  ;   7  P— QB3,   7  P— KR3;   8  KtxBP,  8  KxKt;  9  PxKt+. 

86.     Col.  34. — Threatening  9  RxB  ch.,  9  PxR  ;   10  KtxKP,  10  Q— Q2;    II  BxKt,  and  wins. 

37.     Col.  34.— Of  course,  if  Q— Kt,  White  answers  BxKt. 

•38.     Col.  34.— For  if  K— Kt  sq.,  White  answers  RxB.     10 K — Kt3  subjects  him  to  mate  at  once  by 

.,  followed  by  B — Oj,  and  if  10 K — K  sq. ;    II  BxKt,  etc. 


Col.  36.— Better  than  12  B— KB4,  12  Kt— B2  ;  13  BxP,  13  K— B2  ;  14  QBxKt,  14  QxB;  15  KtX 
Kt,  15  PxKt;  16  QXP  ch.,  16  K— Kt3-  Again,  if  12  P— KB4,  12  Kt— 62;  13  BPxP,  13  K— 62, 
and  Black  escapes. 

Col.  36. — We  quote  this  variation  from  Salvioli,  and  we  would  now  continue  15  Q — R5, 15  Q — K  sq. 

(if  15 P— KKt3  ;  I6Q-K5,    etc.);    16  Q— 63   ch.,  16  6—63  dis.  ch.;  17  B—K3,  with  three 

Pawns  for  the  piece  and  a  fine  attack. 


io6 


.P-K4 
IP— K4 


TWO  KNIGHTS'  DEFENCE. 
QKKt-B3 


37 

P~Q4 


38 


t-B3 

39  40 


O—  O 


R-K  sq. 


B-K2        77 


'QXB 
Kt-B3 


P-Q4 


-    sq. 


QXB 


QRXKtch.   71    QKtxKt!     73     nKt— B3 
"B— K2  "B— Ki 


KtxP 


8 

9p— QB4 


nP-QKt3    74.nKtxP 
1UQ_Q4  lUp 


pxp 


R-^ 

ilo-o 


KtxKt 


—  K2        75 


Kt-K4 


JKt-B3 

41 

•P— K5 


42 

0-0 


c^=5l 

°P-Q4 


>KB-QKt5          0Q-K2 
81 


'B— Q2 

RXB  ch.  0BxKt 

>KtxR 
,B-Kt3 


nQ-K2 

Hp-QB3 


Q_Bsq. 


l  £i  g_B2        7  9  1  u  B— K2— 
,B— K15  ch.        .  nB— R4  ch- 


7  2  A  u  QR— K  sq.       -1 "  K— 62 
4lQ-R3ch.—    4IQ 


C-Q  sq.— 76  J-^P— Kt3 

.-Q-R4_D_78 


'K— B  sq. 

.QB-KKts+D 
*  ~8O 


QKtXP 
Kt-B3 


Q0-0  QKtxKt 

"P— QB4  HB— K 

nKKt-B3 


K2+    8 


Column  59.     Move  15.     Q— R4- 
BLACK. 


Column  40.     Move  14.     QB — KKt5- 


X ' 


BLACK. 


WHITE. 


WHITE. 


TWO  KNIGHTS'  DEFENCE.  107 


|1.     Col.  37.— Or  9  KtxKt,  9  B— K2  ;  10  B— Kt5,  10  P— KB3  +  .     For  White  will  not  get  enough  for 
any  attempt  at  sacrificing  a  piece,  e.  g.\  11  KtXP  ch.,  11  PxKt  ;  12  BX?,    12  R— B  sq.;  13  BxB 

13  KtXB  ;  14 Kt— K5,  14  R  —  64,  and  ought  to  win. 

72.     Col.  37. — The  main  column  is  quoted  from  the  Handbuch.    The  continuation  might  be:  14  R — QB4* 

14  P— 64;  15  B— 64,  15  B— K-3  ;  16  R— 63,   16  B— Q3  ;  17  BxB,   17  PxB.     In  this  position  we 
slightly  prefer  White,  though  by  best  play  on  the  part  of  Black  a  draw  ought  to  be  the  result. 


73.  Col.  38.— After  9  RxKt  ch.,  9  B— K/3  ;  Black  maintains  his  P  with  the  better  game.  For  if  10  KtX 
P,  10  O— O— O  ;  1 1  B— K3,  1 1  6—64,  etc. 

74.  Col.  38.—  If  10  B— KtS,  10  B— Kts  ;  n  P—  63,  11  PxP  ;  12  PxP,  12  B— Q4+. 

75.  Col.  38. — The  Lipschutz  Appendix  to  Gossip's  Manual  points  out  that  if  II KB— QB4 ;  12  P — 

QB4,  and  wins;  for  if  12 PX?  e-p-,  then   13  Kt— B6  ch.,  followed  by  QxQ-     Or  if  12 Q— 

KB4  ;  13  Kt — R4,  13  Q — Kt5  ;  14  Kt — B6  ch.,  and  again  wins  the  Q.     Otherwise  Black  obviously 
loses  the  KB. 

76.  Col.  38.— The  game  ought  to  end  in  a  draw  by  best  play.     After  15  P— QB4,  15  Q— KR4  ;  16  QR 
— Q  sq.,  White  recovers  the  P  with  an  even  game. 


\77.     Col.  39.— An  innovation  by  Schallopp. 

\ff&.     Col.  39. Black's  position  is,  no  doubt,  difficult  to  defend,  but  we   think  that  the   continuation  15 

. . .  .P— KR3  ;  1 6  KtXP,    16  B— K3  ;  17  B— B6,  17  R— R2,  ought   to  give  Black  the  best  of  the 
game.  

*79.     Col.  40. — Some  authorities  dismiss  the  game  here  as  even. 
ISO.     Col.  40.— White  threatens  R— QB  sq.,  followed  by  QxP  or 


$81.  Col.  41.— Or  7  O— O,  7  B—  Q2;  etc.  But  not  good  for  Black  is  7. . .  .QB— KKt5  ;  8  QxP,  8  BX 
Kt  (or  8. . .  .KB— QB4  ;  9  Q— R4,  9  B— Q2  sq.;  loP— 64,  10  P— QR3  ;  n  PXP,  "  PXB  ;  12  Q— 
B2,  12  B— B4.— If  12.  . .  .Kt— K2;  13  QxKt,  13  B— B4;  14  Q— K2+;— 13  PXKt,  13  PxP  ;  14  p~ 
QKt4+) ;  9  PXB,  9  Kt— Kt4  ;  10  Q— 63+. 


182.     Col.  42.— 9....  PXKt;  10  QxKt,    10  BxKt  (or   10. . .  .PxKt;  II    QxB,  II  PxP  ;  12  R— K  sq. 
ch.,  etc.) ;  II  PxB,  11  PxP  ;  12  Q— K4  ch.,  is  in  White's  favor, 


io8 


TWO  KNIGHTS'  DEFENCE. 

i 


.P—  K4                 nKKt—  B3            nB—  B4                  .Kt—  Kt 

5              rpXP 

RB-Kt5  ch. 

IP—  K4                 flgKt—  B3            "Kt—  B3               4p_Q4 

Game  1.           Game  2.          Game  3. 

Dufresne.                             Dufresne.                              Salvioli. 

ANDERSSEN               DUFRESNE              MORTIMER 
S—                       VonderLASA.                ST.  BON. 

UQKt—  R4 

Game  4. 

Salvioli. 

HIRSCHFELD 
KOLISCH. 

B-K2 

Game  4—  Cont'd. 
q.g     R5ch. 

7pxP 

B-K2                        0B-R4 

8Q  —  B3 

OP-KR3                     Op_KR3 
QKt-B3          1            nKKt-B3 

PXB 

QgxR 

UP—  KR3 
KKt-B3 

op-K5                 NP-KS 

i  nKt~K5           i  nQ~K2 

aKt—  Kt2 

1  nQxP 

OP—  KS 
1(1Kt-K5 

1UQ-Q5                 1UB_K3      10 

.  .P-KB4                   ..jKt-Ks 

1UKB—  gB4 
Ug—  R6 

^B4 

.  9R—  B  sq.                     9BXP  ch. 

0-0 
-inQXP 

llKB-gB4 
19R-Bsq. 

l"Kt—  Kt2       2          l"KtXB 

jnKKt—  B3    14 

1/jQ  Q~        22 

Iug_g3                    l^KB—  gB4  11 

HKt  —  Kt  sq. 

l"Kt—  Kt2 

,  rP—  QKt4                   r^~Kt7  cll> 

Q_Q- 

1i;g-K2 

**Kt—  Osq. 

P_gKt4 

13B—  Kt3                     lUK—  g3?     D 
,  «Kt-R3                       pP—  KB4 

1JQB—  KKts 

1BQ-K3 

Kt^R3 

1D0_O                       10g_B7ch.  12 
17gKt-B4                 17K-Qsq. 

lbQ-Q4 
17g-KKt3  is 

1UB-K3 
17QKt-B4 

A/g—  B2                1/gxBp      is 

<QB—  gR3                    jnQ—  B6ch. 

1/BxPch.D16 

,«gxB       17 

1/BxKt 
1flBxfi 

10Kt-g4                    lOKxKt 
A  nKKtxgB                 4  nP—  g4  ch.  and 

jnQ-Kt3 

loo—  o 

10gxKt                      lOffins 
9flKt-K5 

nnBXP 

^P*~Kt4 

^ug-K2 

ojP-Kts         4 

"UR—  Ksq.  ch. 
91K-Bsq. 

pZ^f/ 

£llg—  R4ch. 
99P  —  K-t3 

"^g—  Kt4ch.l8 

«IK—  R2 
99o-o-o 

""gxRP 

nnBxR 

ogQ-B3 

«"P—  B4 
9nQ-Kt3 

""gxKtPch. 

niQ-Q34C    19 

«"KKt—  KB3 

Qy|P—  Q4 

"^KtxBPch.DS 
nrPXKt 

nrQKt-B3 

u4g  —  B2 
?rB-K6 

9pB—  K7           6 

g-B44    20 

flOp  Kt3 
9RP-Kt4 

97Kt-B4 

B-Ksq. 

""KtxB         23 

97QxKt 

"'PXP 
9  g-R3       s. 

L  1  g_B4  ch. 

"'PXKtP 

"OgxRch. 
?QK—  B2&wms. 

""BxKt  and  wins. 
21 

«Bp—  Kt4 

"OgR-gBsq.24 
R-g7ch.D25 

U^K—  Kt2 
ocQXPch. 

UUKtxR 

UOK-B3 
g_Kt6ch. 

UiK-Rsq. 
n9QXPch. 

q7Q-Kt;ch.  26 

U"K—  Ktsq. 

«J'R—  B3 

White  mates  in 
six  moves.    27 

3  UK—  Rsq. 

TWO  KNIGHTS'  DEFENCE.  109 

Anderssen  v.  S —     — . 

1.  (lame  I. — In  our  Col.  I  we  recommend  here  KKt — R.3.     The  Kt  on  that  square  is  merely  threat- 

ciail  with  an  exchange  for  a  B,  which  we  believe  is  favorable  for  the  first  player.     The  doubling  of 
his  K  KP  amounts  to  little  in  view  of  his  being  a  P  ahead  on  the  other  wing  and  his  obtaining  two 

I.ishops. 

2.  <  lame  i.— 12 Q— Q  sq.  proposed  in  our  Col.  9  yields,   we  believe,  a  stronger  attack  than  this 


3.  ( lame  i.— Compare  our  Col.  1 1 ,  where  we  suggest  P — QR4  as  the  preferable  move  at  this  juncture. 

4.  clame  I. — Leading  to  complications  in  which  both  parties  display  great  ingenuity.     But  White's 

soundest  play  here  was  21  P— KKt3,  still  threatening  to  win  an  additional  P  and  giving  Black  no 
chance  of  instituting  an  attack  against  the  King's  side. 

5.  (lame  i. — Black  conducts  the  attack  with  high-class  ingenuity.     The  sacrifice  of  the  Kt  in  addition 

to  the  R  already  given  up  was,  we  believe,  quite  sound  if  it  had  only  been  pursued  properly. 

6.  Game  I. — White  had   evidently   relied  on  this  fine  though   simple-looking   move  for  breaking  the 
attack  otherwise  threatened.     If,  for  instance,  26  KtxQBP,  26  B— K6  ;  27  Q— Kt4,  27  QxR  ch.; 
28  K— B2,  28  QXP  ch.  and  wins.     Yet  White  ought  still  to  lose  as  will  be  seen. 

.7.     Game  I . — A  mere  transposition  of  moves  which  does  not  appear  to  be  of  much  importance  at  first  sight 

costs  Black  an  excellently  played  game.  First:  26 PxP  ;  27  BX?,!  27  QxR  ch.,  would  have  won. 

The  most  probable  continuation  was  then  28  K — B2,  28  R — B  sq.  ch. ;  29  Kt  — B6,  29  RxKt  ch. ; 
30BXR,  30  QXR;  31  BxKt,  31  Q— Q6  ch.;  32  K— Kt2  (if  32  K— B  sq.,  Black  drives  him  to 
Kt2  by  B— K6  ch.)  32. . .  .B— Q$  ch. ;  33  K— B  sq.,  33  Q— B  8  ch. ;  34  Q— Q  sq.  (if  34  K— B2,  34 
Q— K;  ch.,  35  K— Kt3,  35  Q— Q8  ch. ;  36  K— Kt4,— if  K— R3,  Black  drives  the  King  into  a  mat- 
ing or  otherwise  losing  position  by  B— Kt7  ch.  and  Q — Q5  ch. — 36 B— B6  ch. ;  37  K— Kt5, — or 

37  K— R3,  37  B— Kt7  ch.,  etc.,— 37 Q— Q2  ch.  and  wins),  34 B— K6  ch. ;  35  K— 62,  35  Q 

— 65  ch.,  followed  by  Q — Ht4  ch.,  winning  the  B. 

8.  Game  I. — This  beautiful  move  now  wins  by  force. 

9.  Game  i.—  For  if  29 Q— Q$  ;  30  R— Q  sq.,  etc. 


Dufresne  v.  Von  der  Lasa. 

Game  2.— Better  thanjo. . .  .KB— 64  ;  n  P— Q4,  11  BxP  ;  12  KtxB,   12  QxKt ;  13  Kt— 63,  and 
though  Pawns   are  even,  we  slightly  preter  White  on  account  of  the  two  Bishops  and  Black's  weak 

BP.     But  10 B— K2  is  very  weak  on  account  of  II  Kt— K5,  II  Q— Q4  (if  n Q— Q$  ;  12 

Kt— QB4  wins  at  once);    12  Kt— QB4,!  12  KtxKt;  13  Kt— 63,  13  Q— 64;  14  P— QKt4,  and  wins. 

Game  2. — If  13 B — Q2;  14  KtxKt,  followed  by  Q— K5  ch.,  regains  the  piece  with  two  Pawns 

ahead.     (Dufresne.) 

Game  2. —An  error  which  greatly  compromises  a  won  game.     After  16 PxP^-/-;  17  KtXP, 

I7  Q— 67  ch.;  18  K— Q  sq.,  18  QxKtP;  19  R— K  sq.  (or  19 Q— R6ch.,  19  B— Kt3;  20  Q— B  sq., 
20  B— R6  and  wins),  19  B—  KKts;  20  Q— R6  ch.,  20  B— Kt3;  21  Q— Q3  ch.,  21  Kt— Q4;  White 

has  no  defence. 

Game  2.— Fatal.     17. . .  .KR— QB  sq.;  18  Q— R6  ch.,  18  B— Kt3;  19  Q— B  sq.,  19  Kt— Q4,  would 
have  still  left  him  a  fair  attack  for  the  loss  of  the  Pawns,   whether  or  not  White  exchanged  Queens. 


Mortimer  v.  St.  Bon. 

Game  3.— In  the  manner  of  our  column  I,  White,  we  believe,  can  simplify  the  game  by  Kt— KR3, 
which  avoids  all  complicatious  arising  from  the  attack  of  that  Kt  by  P— K5.  '  Should  Black  answer 
Q— Q4,  then  White  may  retreat  Q— KB  sq.,  followed  by  K— Q  sq.  in  reply  to  Q— K$  ch. 

Game  2. — White  could  have  gained  here  a  very  important  move  by  QKt — 63. 

(Cotttinued  on  page  ni.J 


1 10 


TWO  KNIGHTS'  DEFENCE. 


GAME  No.  I. 

Move  24 Kt(Q4)xQBP  ch. 


1 

ii* 


14 


M 1 


i 


WHITE — ANDERSSEN. 


GAME  No.  2. 

Move  15 K(K2)— Q3 

BLACK— VON  DER  LAS  A. 


WHITE — DUFRESNE. 


GAME  No.  3. 

Move  17.     BxP  ch. 

BLACK— ST.  BON. 


GAME  No.  4. 

Move  30.     R(Qsq)— Q;  ch. 
BLACK— KOLISCH. 


iff     If 


iBi 


^ 


WHITE— MORTIMER. 


WHITE— HIRSCHFELD. 


TWO  KNIGHTS'  DEFENCE.  HI 


(Continued  from  page 

16.  fiamc  3.—  Very  fine  play  and  yielding  Black  an  excellent  attack. 

17.  (  -ame  3.—  If  18  KxB,  18  P-K6  ch.  ;  19  K—  B  sq.  (or  19  QxP,  19  R—  K  sq.  ;  20  Q—  64,  20  Q—  Kj-, 
21  KKt—  B3,  21  Q-K;  ch.;  22  K—  Kt  sq.,   22  Q—  Q8  ch.  wins),    19.  .  .  .Q—  64  ch.;  20  Kt—  Bj 

2oQxP;2iQ-Ksq.,!2iPxP;22QxP,  22  Q—Bsch.;  23  K—Ktsq.,23R—Q  sq.,  with  a  winning 

attack. 

18.  (  '.ame  3.—  Q—  64  ch.,  followed  by  QxP  if  the  Queen  interposed,  or  by  Q—  Kt4  ch.  in  reply  to  Kt— 
KB3,  was  stronger. 

10.      Game  3.—  Black  has  already  a  draw  in  hand,  but  takes  his  chances  on  the  complications  of  the  attack 

that  follow. 

20.  Game  3.  —  Feeble  play.     By  R—  1C  sq.  he  would,  no  doubt,  have  to  return  the  piece  gained,  but 
would  remain  with  a  P  ahead. 

21.  ('ame  3.  —  The  probable  continuation  is  29  PxB,  29  QxP  ch.;  30  K  —  Kt  sq.,  30  R  —  K4;  31  KtX 

Kt,  31  KtxKt;  32  Q—  B8  ch.,  32  K—  R2;  33  P—  KR4,  33  R—  KB4,  and  wins. 


Hirschfeld  v.  Kolisch. 

Game  4. — In  our  Col.  9  we  propose  here  12 Q — Q  sq. ,  and  we  now  add  the  following  novel  continu- 
ation: after  13  P — B3,  13  Kt— Q4;  already  noticed.  If  now  14  P — KKt3,  14  B— R6;  15  P— QKt4, 
I5BXR;  I6KXB,  !  16  KtxKtP;  17  PxKt,  17  Q— Qs;  18  PxB,  18  QxK;  19  QKt— 63,  19  O— 
O;  20  Kt— Kt4,  20  KR— Q  sq.;  21  Q— K  sq.  I  21  QR— Kt  sq.;  22  Kt— K3,  22  R— Kt;;  23  BxR, 
23  QXB;  24  KtXP,  24  QxRP;  even  game.  For  though  White  has  two  minor  pieces  for  the  R,  Black's 
dangerous  passed  P  on  the  QR  file  and  the  looseness  of  White's  P  in  the  centre  form  a  fair  com- 
pensation. 

Game  4. — Attack  and  defence  have  been  excellently  conducted  by  both  parties  after  the  opening 
moves,  but  here  we  would  have  preferred  26. . .  .R — K  sq. ;  for  if  27  KtPxP*  27  KtxB;  28  PxKt, 
28  PxP,  wiih  a  strong  counter-attack. 

Game  4.— Black  has  hardly  anything  better.  If  BxP,  White  would  also  answer  R — Q7  ch.,  and 
would  win  in  a  similar  manner  as  in  actual  play. 

Game  4. — A  masterly  combination. 

Game  4. — It  somewhat  spoils  this  pretty  game  that  White  overlooked  mate  on  the  move  by  37 
Q— K6  ch. 

Game  4.— The  mate  is  effected  as  follows:  38  Q—  Kt3  ch.,  38  K— Cj4;  39  P— 64  ch.,  39  KxP  (if 

39 K— Qs;  40  R— Q  sq.  ch.,  40  KX?;  41  Q— Kt3  mate);  40  Q— Kt3  ch.,  40  K— Qs;  41  R— 

Q  sq.  ch.,  41  K— K4;  42  R— Qs  ch.,  42  K— BS;  43  Q— Kt3  mate.     But  we  believe  that  if  Black 

had  previously  played  37 Kt — 63,  no  mate  could  have  been  effected,  as  Black's  Q4  sq.  would 

have  been  guarded,  and  if  38  P — 64  threatening  BxKt2  mate,  38. . .  .K — Qs,  etc, 


P-K4 


•P— K4 


Game  5. 

/  'icnna  Congress, 

BIRD 
TSCHIGORIN. 


pB—  Kt5  ch. 
Dp—  B3 
gP 

'P 


BP 
9 


XP 


Ct— K< 


Kt—  Kt4    28 


inp-KR3 

lOo-o 

4,Kt-B3 

14Kt-Bs 
\  rP-QKt3 

l&Kt—  K4 


29 


17 
18 


KR — Ksq 
O-O          3O 

QKtxB 
PxKt 


>-K2 


31 


KtxP 

P— Kt3       32 

y— B4 


*1R— K3 

QR-Ksg.33 

fifiQR— Ksq. 

R-KRsg. 
fiUP— KR4 

QR-KBsg. 
fl4Q-Kt3 

n_Kt-Qsq.  34 


_K6   D35 
-4        36 


TWO  KNIGHTS'  DEFENCE. 
0KKt-B3 


QxPch. 


OO 


Kt-K3 


37 


Game  1— Cont'd. 


n^xR 
UARXP 

noQ-Qs 
0/ip_R5 

B— Q2 


38 


33 


P-R6  and  wins. 


B-B4 


t-B3 

Game  6. 

Correspondence 
Game. 

WESEL  C.  C. 
CREFELDC.C. 

J*-9* 

39 


Game  7. 

Salvioli, 

MORPHY 
De  RIVIERE. 


0-0 


KtXP 
R—  Ksq. 


-J^ 


B—  K2 


48 


P-Q4 


_     QKt-B3 


'QXB 

Kt- 


B3 


Kt—  K4     50 

K—  K2         51 


Q—  KR4 
KtxKt 


—  K3 


Kt—  B3,      52 

KtXKt 


P—  KR3     4O 

B-B6 


53 


,KtxP     D41      -.0K— Rsq. 


42 


ll£ 


^/jKt—  Q2 


43 


R_K 


UKtxP  ch. 
K~T< 


sq. 


K-K2 
Kt-Qs  ch. 


Kt—  B  sq. 
Q-R5 


'K— Q2  ^1UP— 

,Kt-Kt6D'blefh.       —4  «Q— 


54 


17^£: 

1/R— 


Kt  sq. 
,  pQR-Q  sq. 
lliB-Kt2 
,,  nQ-Q7  ch. 


B-Bsq. 


—  83 


44      — ftrtP-B6 


t—  64      55 
—  K6    D  56 


57 


v — AV4- 
ppK-Bsg.    45 

ofl|C— Kt3 

00R— K  sq. 


P— By  ch. 

— _R  sq. 

queens 


|Q-Q3ch. 


—  B3 


46 

—    "IB 


a  I  R— KB  sq. 
9pKt-B4ch. 
"0  and  wins.  47 


Game  8. 


Cook. 

MacCONNELL 
ZUKERTORT. 

.Kt— QB3 

^B— Kts       5l 
5< 


QPXB 


KtXP 

nBxP  ch. 


'KXB 
pQ-Q5  ch. 
°K— K  sq. 
QQXKKt 
OjTZo^        i 
nQ-QR4 


11 


o-o 


4 


6J 


QR-Q  sq. 


17E 


61 


P-Kt4 


6J 


«»Kt— R4 

nqB-Kt4 
«"Kt— B5 
OIQR-K2 


n  passing 


27 


R— Kt  sq. 
R— Q2 
RXP      D 


29 


P~R7 


6J 


TWO  KNIGHTS'   DEFENCE.  113 

Bird  v.   Tschigorin. 

Game  5. — Our  notes  to  this  game  are  chiefly  quoted  from  the  Appendix  to  Gossip's  Manual  \yj 
S.  Lipschutz.  n  P— Q4,  II  PxP  e.  /.;  12  KtX?  (Q3),  12  B— Q3;  13  Kt— Q2,  followed  by  Kt— 
63,  gives  White  an  excellent  game  with  a  P  ahead.  For  should  Black  attempt  13  BxP,  then 
would  follow  14  P— KKt3,  14  BxP;  15  PxB,  15  QxP  ch. ;  16  Kt— 82,  and  should  win. 
Game  5. — White  would  have  done  better  first  to  prevent  the  entrance  of  the  hostile  Kt  by  P 
-QKt3. 

Game  5.— 17  B— K2,  17  Kt— Q6  ch.  (or  17 Kt— B6  ch. ;  18  K— B  sq.,  etc.);  18  PXKt,  18  PxP; 

19  O — O,  was  far  more  favorable  for  White. 

Game  5.— If  19  P— B3,  19  B— B4ch.  ;  20  K— R  sq.,  20  Q— K2,  with  a  winning  attack. 

Game  5.—  20  KtX?,  20  Q— 64;  21  P— KB3,  21  Q— KR4;  22  PxKt,  22  Q— R7  ch. ;  23  K— B2,  23  Q 

—Bsch.  (or23....Q-R5ch,;24P— Kt3,  24BxPch.;— if  24. .  .  .Q— R7  ch. ;  25  K— B3,  25  Qx 

Q  ch.;  26  KxQ,  26  RxKt  ch.;  27  K— 63,  with  a  P  ahead— 25  K— Kt2,  and  should  win)  ;  24  K— 

Kt  sq.  was  by  far  better  play,  for  Black's  best  plan  would  be  now  to  draw  by  perpetual  ch. 

Game  5.— Ill-judged.     R— KR  sq.,  followed  by  QR— KB  sq.,  was  much  better. 

Game  5. — Premature.     R — R3  was  necessary  for  the  defence. 

Game  5. — A  real  master  coup  which  forces  the  victory  in  elegant  style. 

Game  5. —If  26  QPxP,  26  KtxP  ch.;  27  KtXKt,  27  RxKt,   threatening  RxKKtP  ch.,    and 

wins. 

Game  5. — Beautiful  play,  which  finishes  off  the  quickest  way. 

Game  5. — 32  RxB,  followed  by  K— B  sq.,  if  White  reply  QxP,  was  also  good  enough. 


Wesel  Chess   Club  v.  Crefeld   Chess  Club. 

Game  6. — Compare  Columns  37-42.  The  same  positions  may  arise  in  the  Scotch  Gambit  by  a  trans- 
position of  the  3d  and  4th  moves,  on  each  side . 

Game  6. — Inferior  to  10.  . .  .B — QKt5,  which,   according  to  the  Handbuch,  would  lead  to  an  even 
game  thus:  11  KtxP,    u  QxQ;  12  KRxQ,  12  KtXKt;    13  RxKt,  13  B— BK2;   146—64,140 
— O;    15  BxP,  15  KR— QB  sq.;   16  B-Q6,   16  BxB;   17  KtxB,  17  RxP;  18  KtxP,  18  RxKtP, 
etc. 
Game  6. — A  fine  sacrifice,  which,  we  believe,  is  warranted  by  the  position. 

Game  6.— If  12 PxB;   13  KtxB  (not  13   KtxP  ch.,    13  K— K2;  14  Kt— Kt3,  14  R— Q  sq., 

etc.),   13 PxKt;    14  KtxBP  ch.,  14  K— 62;    15   Q— Q  7  ch.,  15  B— K2   (or  15 KxKt;  16 

R— Pch.,  i6K-Kt4;  i7P-R4ch.,  17  KxP;  18  R-Kt6,  and  wins);  i6QxPch.,  16  K— Kt2; 
17  Kt— Q5,  followed  mostly  by  R— K3,  with  a  fine  attack. 

Game  6. — This  loses  speedily.  Their  game  was,  however,  very  difficult,  and,  we  believe,  could  not 
be  retrieved  without  some  loss.  Probably  the  best  defence  was  13 ...  R — KKt  sq.,  and  after  14  QR 
— Q  sq.,  14  B— K2  ;  whereupon,  no  doubt, White  would  get  the  advantage  by  15  BxP.  But  it  should 
be  noticed  that  if  White  continue  15  BxB,  15  KxB  ;  16  Kt— 65,  Black  would  break  the  attack 

by  16 QR— Q  sq.     For  if  White  reply  17  KtxP,  Black  wins  by  QxR  ch. 

Game  6.— The  best  plan  which  simplifies  the  game  with  enough   material  to  win. 
Game  6. — Excellent  play  and  quite  decisive. 

Game  6.— After  25 R— KBsq.;26   Q— Kt6  ch.,  26   K— Kt  sq.;   27  Kt— K8,  27  Q— Kt4ch.; 

28  R— K2,  28  R— 62;  29  KtxB,  followed  by  Q— K8  ch.      White's  game  would  play  itself  out. 
Game  6.— For  if  28 K— 64  ;   29  R— Kt6  dis.  ch.,  if  28 K— Kt4;  29  Q—Q$  ch.,  etc. 


Morphy  v.    De  Riviere. 

Game  7. — 5 ....  B — 64  leads  to  a  variation  in  the  Giuoco  Piano,  known  as  Max  Lange's  attack. 
The  move  in  the  text  is  not  good. 

Game  7.— If  6.  . .  .KtxP  ;  7  Kt— 65,  7  O  -O  (or  7  . .  .P— KKt3;  8  Q—  Qs  +  ,  or  7. . .  .P— Q4; 
SKtxPch.,  8K-Bsq.;  9  QB— KR6,  9  K— Ktsq.;  10  BxP-r);  8  Q— Kt4,  8  P— KKt3  (or 
S...  .Kt— Kt4  ;  9KtXB  ch.-(-  );  9  Kt— R6  ch.+ 

(Continued  on  page  115) 


TWO  KNIGHTS'  DEFENCE. 


GAME  No.  5. 

Move  25....?— K6. 

BLACK — TSCHIGORIN. 


GAME  No.  6. 

Move  12.     Kt(KB3)xP- 

BLACK— CREFELD  C.  C. 


WHITE — BIRD. 


WHITE— WESEL   C.  C. 


GAME  No.  7. 

Move    19.     P— K6. 

BLACK— DE  RIVIERE. 


I 

i  4  •/  •  * 

JlM  I   I  & 


411 


GAME  No.  8. 

Move  28. 


BLACK  —  ZUKERTORT. 


^ II 

m   at  ijm/m 

^^        ^,VTT77X^   »^52-»     /V% 


III 


^P    W    ^ 
'l 


WHITE — MORPHY. 


WHITE — MACCONNELL. 


TWO  KNIGHTS'  DEFENCE.  115 


(Continued  from  page 

Game  7.—  Which  only  ultimately  leaves  a  further  mark  for  the  hostile  attack  from  the  dangerous 
KBP,  P—  Q3  was  much  better. 

Game  7.  —  Excellent  play  which  provides  against  Black's  entrance  of  Kt—  Kt5,  after  P  —  94. 
Game  7.—  Of  course,  if  9  ____  QKt—  Kt5  ;  10  P—  K5  wins  a  piece. 

Game  7.—  An  ill-judged  move.  The  square  of  QB4  ought  to  have  been  reserved  for  the  entrance  of 
the  Kt  in  order  to  weaken  the  adverse  attack  by  B  —  Q3.  The  retreat  of  the  Kt  —  Q2  at  once  was 
therefore,  by  far  superior. 

Game  7.  —  A  very  weak  move  which  creates  a  dangerous  hole  in  Black's  King's  side.  Either  Kt  — 
Kt3  or  B  —  Q2  were  much  better. 

Game  7.  —  A  much  better  defence  was  18  ____  Kt—  Kt2;  for  if  19  P—  K6,  19  KtPxP  ;   20  PxP  ch., 
20  KxP  ;  21  QXRP,  21  Q—  63,  with  a  good  game. 
Game  7.  —  Beautiful  play  and  winning  by  force. 

Game  7.  —  Quite  good  enough,  but  the  more  simple  initiation  of  the  final  assault  by  2oPxKtP  would 
have  finished  sooner,  and  also  might  have  led  to  attractive  brilliancies.  For,  supposing  20  PxKtP, 
20  PXP  (if  20  ____  R—  K2  ;  21  R—  67  21  RxR  ;  22  PxRch.,  22  KxP  ;  23  Q—R$  ch.,  and  wins. 
Or  if  20.  .  .P—  KR3;  21  BxP,  21  P—  K4  ;  22  Q—  R5,  etc.)  ;  21  R—  67,  a-i  KxR  (or  21  ....  B— 
—  Kt2;  22  BXP  and  wins)  ;  22  Q—  R7  ch.,  22  K—  63  (if  22  ____  B—  Kt2  ;  23  R—  B  sq.  ch.,  and 
wins)  ;  23  It—  B  sq.  ch  ,  23  K—  K4  ;  24  6—64  ch.,  24  K—  63  (or  24  ____  K—  Qs  ;  25  Kt—  K2 
mate)  ;  25  B  —  Kt3  dis.  ch.,  and  mates  next  move. 


MacConnell  v.  Zukertort. 

58.  Game  8. — The  same  position  may  arise  in  the  four  Knights'  game,  the  Petroff,  in  theGiuoco  Piano, 
and  King's  Bishop's  opening.       A   game  between  Seymour  and  Steinitz  proceeded  from  this  point 
thus:  4. . .  .KtxP  ;  5  KtxKt,  5  P— Q4 ;  6  B— Kt5,  6  PxKt;  7  KtxP,  7  Q-Q.4  5  8  BxKt  ch.,  8 
PXB;   9  Kt— Kt4,  9B— RS;   10  Kt— KS,  10  Q— Q5  ;   11  P— KB3,  11  B— 64;    12  PxP,  12  O— O; 
13  P — Q3,  13  P — KB4;    14  Q — 63,  14  QR — K  sq.     For  continuation  see  game  terminations. 

59.  Game  8. — Superior  to  Kt — Oj,  or  O — O. 

GO.      Game  8.— Much  inferior  to  9 P — Oj,  which  establishes  Black's  centre.     If  then  10  B— Kts,  10 

Q — Q2,  followed  by  Q — 64,  gives  Black  a  splendid  game  for  the  ending. 

61.  Game  8. — In  another  game  between  the  same  players  occurred  n  KtxP,?  n    Q — K2;  12  P — KB4, 

12  B— Q2l;  13  O— O  !,  13  KtXKt,  and  wins. 

62.  Game  8. — An  unsound  sacrifice,  but  Black's  position  is  already  inferior.     Another  game  between  the 

same  players   proceeded;  II Q — Oj,    12  R — K  sq.,  12  K — B2;  13  KtX?  ch.!,  13  KtxKt;    14 

B— 64,  14  Kt— B6  ch.;   15  PxKt,  15  Q—  Kt3  ch.;  16  K— R  sq.+ 

63.  Game  8. — Weak.  Q — B2  at  once  was  obviously  far  better. 

64.  Game  8.— Much  stronger  was  18  P— QB4,  18  P— Q5  ;    19  RxKP  ;  19  KtXR;  20  QxKt,  20  P— 
QKt3  (or  20. . .  .R— K  sq. ;  21  QxQP  ch.,  21  K— 63;   22  QxRP,    22  QxP  ;  23  P— Kts,  23  Q— 
Kt4;  24  Q— Q4+) ;  21  Q— Kt5  ch.,  with  an  irresistible  attack. 

65.  Game  8.— Necessary  in  order  to  prevent  R— Q$.     If,  for  instance,  21 K — R  sq.,  21  R — Oj  ;  22  R — 
KKt  sq.,  22  R— Kt3;  23  Q— R4,  23  B— KS;  24  R— Kt3,  24  QXP  ch.,  and  mates  next  move. 

66.  Game  8. — Black's  latter  play  with  the  exchange  behind  is  exceedingly  fine.     He  has  now  managed 
to  obtain  the  winning  position,  and  forces  the  gain  of  a  piece  by  a  very  clever  manoeuvre. 

67.  Game  8. — An  extraordinary  fault  of  omission  which  costs  a  won  game.     After  27....  R — Q3  at 
once,  White  could  hardly  hold  out  long  ;  for  if  28  R— Kt;,  28   Q— Kt3;  or  Q— 63  kept  Black's 
game  well  defended,  and   White's  RP  was  bound   to  fall  immediately,  whilst  as  regards  the  other 
Pawns  on  the  Queen's  side  it  was  only  a  question  of  time. 

68.  Game  8. — White  takes   advantage  of  the  error  in  an  ingenious  manner,  which,  in  turn,  gives  him  a 
forced  won  game. 

69.  Game  8.— This  is  now  too  late,  but  nothing  else  was  of  any  avail.      If  28 KtXR;  29  QxKt,  29 

R— B2;  30  P— Ry,  30  RXP;  31  Q— Kt8  ch.  and  wins.     Or  if  28 Kt— Q3;  29  R— Kt6  (threat- 
ening P— R7,  etc.),    29. . .  .Q— 63;  30  R— K8  ch.,  30  K— 62;  31  RxKt,  31  R,  or  QxRi  32  P— 
R7,  and  wins. 

70.  Game  8.— Promptly  and  cleverly  deciding  the  game. 


PETROFF'S  DEFENCE. 


The  German  Handbuch  states  that  this  opening  is  already  mentioned  in  the  Goet- 
tingen  Manuscript  and  is  also  noticed  by  various  later  authorities  like  Lopez,  Selenus, 
Lolli,  Ponziani  and  others.  In  practice  during  our  present  century  it  was  first  favored  by 
the  Russian  master  Petroff  after  whom  it  is  named,  and  it  received  its  first  extensive  analy- 
sis in  the  French  Chess  journal  La  Palamede  in  1842  at  the  hands  of  the  Russian  author 
Janisch.  It  is  generally  adopted  for  the  purpose  of  avoiding  the  complications  of  other 
-variations  in  the  King's  Knight's  opening  like  the  Ruy  Lopez,  the  Evans  Gambit,  the 
Scotch  Gambit,  etc. 

As  regards  its  merits  as  a  defence  various  authorities  have  expressed  different  opinions 
on  the  subject,  but  all  agreed  hitherto  that  3  KtX?  was  White's  best  continuation  though 
it  was  generally  admitted  that  this  line  of  attack  only  retained  the  advantage  of  the  first 
move  by  proper  play  on  the  other  side.  We  think  however  that  the  superior  position  at 
least  can  be  proved  for  the  first  player  by  the  attack  3  P — Q4  which  has  hitherto  been 
almost  ignored. 

Column  i  with  the  notes  shows  the  most  feasible  line  of  defence  and  the  variations 
springing  therefrom  leave  the  game  considerably  in  favor  of  the  attack. 

Column  2  is  already  given  in  Cook's  Synopsis,  and  in  consequence  of  Black's  ques- 
tionable 5th  move  White  gains  a  clear  P  without  sustaining  any  disadvantage  from  having 
to  move  his  King.  It  is  however  White's  best  plan  to  be  satisfied  with  the  P.  For  though 
he  can  win  a  piece  by  force  by  a  deviation  on  the  8th  move  treated  in  Column  3,  the 
counter-attack  on  the  other  side  becomes  so  formidable  as  to  make  White's  game  unten- 
able. The  variations  we  give  in  our  notes  are  samples  of  brilliant  tactics  comprising  even 
the  early  sacrifice  of  two  pieces  which  is  made  possible  in  consequence  of  the  bad  position 
of  White's  King. 

Column  4  deals  with  a  line  of  play  which  some  authorities  declared  to  lead  to  an 
even  game  on  the  assumption  that  White  on  the  6th  move  should  proceed  with  QXP- 
But  the  modification  which  we  suggest  gives  White  an  attack  similar  to  that  arising  in  the 
Horwitz  and  Frazer  variations  of  the  Scotch  Gambit  but  as  will  be  seen  especially  from 
our  notes  which  are  fair  illustrations  of  hunting  and  even  catching  the  Queen  by  means 
of  attacks  from  minor  pieces,  White  obtains  a  much  stronger  attack  than  in  the  above 
named  variations  of  the  Scotch  and  this  is  chiefly  due  to  the  loose  position  of  the 
adverse  KKt. 

Column  5  is  an  offshoot  of  the  last  tending  to  show  that  the  device  of  retreating 
Q — Q  sq.  which  may  be  adopted  in  a  similar  position  in  the  Scotch  Gambit  leads  to  the 
loss  of  a  piece  in  this  instance. 

In  Column  6  we  also  present  a  novel  line  of  play  which  shows  a  decided  superiority 
for  the  first  player  in  a  variation  which  most  authorities  held  to  produce  an  even  game. 
Our  alterations  in  the  demonstration  commences  on  White's  6  move  for  which  generally 
O — O  was  recommended,  but  we  think  that  our  substitution  will  be  found  an  improve- 
ment, as  after  the  adoption  of  our  proposition  to  play  6  B — Kt  5  ch.,  all  the  moves  for 
the  defence  appear  to  us  forced,  whereas  after  6  O — O  Black  might  reply  6.  .  .  .KKt — 63 
with  good  prospects  of  equality. 

In  Col.  7  we  present  a  variation  which  ends  in  brilliancies  though  at  starting,  Black 
has  only  adopted  a  resort  which  for  a  long  time  has  been  recommended  for  the  defence 
against  the  usual  line  of  attack.  White's  Kt,  however,  which  has  taken  the  KP  on  the 


DP:FENCE.  117 

51)1  move,  is  an  inconvenient  fixture  (en  passant,  we  may  state  that  we  did  not  consider 
it  necessary  to  investigate  the  consequences  of  5  PXP  which  is  opposed  to  our  general 
principles,  and  we  may  merely  state  that  5.  ...KB — QB4  or  Kt — B4  are  equally  good 
answers  to  produce  an  even  game  against  that  move),  and  we  show  that  Black  when 
trying  to  get  rid  of  that  Kt  gives  his  opponent  complicated  sacrificing  opportunities 
which  we  believe  ought  to  be  in  favor  of  the  first  player. 

The  next  column  is  of  a  similar  character,  and  instructive  tactics  will  be  found  in 
Note  23,  proving,  we  believe,  the  superiority  for  White  who  has  sacrificed  a  piece. 

Columns  9  and  10  also  apply  the  test  to  lines  of  play  similar  to  those  which  are 
recommended  for  the  defence  by  authorities  against  the  attack  3  KtXP.  But  to  the 
best  of  our  judgment,  the  second  player  cannot  equalize  the  position  if  White  play 
properly. 

In  Col.  1 1  we  at  last  thread  into  the  path  of  the  old  attack  and  we  think  that 
especially  the  new  simple  move  8. ...  KKt — 63  ought  to  help  Black  to  an  even  game. 

In  Col.  1 2  we  show  the  result  if  Black  adopts  the  old  line  of  play  and  we  add  some 
new  moves  with  notes  to  the  main  variation  which  is  already  given  by  the  various  author- 
ities up  to  Black's  nth  move,  but  it  should  be  specially  noticed  that  whereas  6.  . .  .Kt — 
QB3  is  generally  marked  as  best  in  the  books,  we  query  it  in  the  usual  manner,  and  we 
may  add  that  we  consider  its  inferiority  hardly  questionable.  It  should  be  added  to 

this  variation  that  if  11 PXP;   12   BXBP,    12   O— O ;   13   R— Kt  sq.    gives   White 

equally  the  superior  game. 

In  Table  III  we  introduce  in  Col.  13  the  move  R — Ksq.  on  the  9th  move,  which  we 
consider  a  means  of  attack  well  worth  trying  in  various  forms  of  this  opening,  though 
hitherto  it  has  escaped  the  notice  of  theorists  and  practitioners.  On  White's  icth  move 
in  this  variation,  we  recommend  the  advance  of  P — 65  in  order  to  confine  Black's  pieces. 
Though  this  is  very  rarely  good  in  the  opening  and  has  never  been  mentioned  yet,  in 
any  of  the  variations  of  this  debut,  we  think  our  demonstration  proves  it  to  be  sound  in 
the  present  position. 

Col.  14  tends  to  prove  that  Black  cannot  fortify  his  Ktby  9.  .  .  .P — 64  without  fatally 
compromising  his  game. 

Col.  1 5  is  a  suggestion  for  the  attack  from  a  game  in  the  German  HandbucJi  by  8 
R — K  sq.  in  lieu  of  the  more  common  8  P — 64.  We  consider  that  \Vhite  gets  consid- 
erably the  best  of  the  position  by  this  line  of  play  without  breaking  the  Pawns  on  the 
Q  wing. 

Col.  1 6  is  remarkable,  as  up  to  Black's  nth  move  it  occurred  in  a  celebrated  game 
played  by  correspondence  between  Pesth  and  Paris,  and  the  play  on  both  sides  was 
accepted  as  the  standard  for  this  form  of  the  opening.  But  our  suggestion  of  1 1. .  .  .Kt — 
B3  gives,  in  our  opinion,  the  second  player  a  very  good  game,  albeit  in  some  of  the 
variations  he  comes  out  a  P  behind. 

In  reviewing  Col.  17,  which  in  conjunction  with  the  notes,  rejects  the  old  author- 
ized attack  and  suggests  a  new  one,  it  should  be  added  that  if  8.  .  .  .KB — QKt  5  ;  9  B — 
Q2,»9  BXB  ;  10  QKtXB,  10  P — 64  ;  11  KtX?  with  the  superior  game. 

In  Col.  1 8  we  differ  from  authorities  who  recommend  7  B — KB4,  which  leads  to  an 
even  game,  whereas  the  process  we  suggest  may  be  briefly  dismissed  as  showing  a  su- 
periority for  White  who  has  a  piece  strongly  fixed  in  the  centre  and  his  KBP  advanced  for 
the  attack. 

In  Table  IV  an  inferior  defence  3.  .  .  .KtXP  is  dealt  with,  in  Column  19,  and  some 
instructive  niceties  of  play  will  be  found  in  the  notes  thereto.  The  next  columns  of  that 
table  show  that  Black  may  adopt  3.  .  .  .Q — K2  with  impunity,  and  as  no  more  than  an 
even  game  can  be  opened  against  this  little  practised  defence,  this  ought  to  be  an  addL 
tional  reason  for  discarding  the  attack  3  KtXP  as  inefficient  in  comparison  with  3  P — Q4. 


a  1 8  PETROFF'S  DEFENCE. 

In  the  Cochrane  attack  (4  KtXP),  in  Table  V,  we  reverse  the  judgment  of  previous 
writers,  for  in  Cols.  25  and  26  we  advocate  lines  of  play  which  have  hitherto  been 
condemned.  In  the  latter  column  the  movements  of  the  King  in  the  middle  of  the  board 
form  an  interesting  novel  feature. 

In  Col.  27  we  think  that  we  are  giving  proof  by  a  new  line  of  attack,  9  P — QB3  that 
the  move  5.  .  .  .B — K3,  heading  this  column,  does  not  release  Black's  King  from  all  diffi- 
culties as  quickly  as  has  been  supposed,  on  the  assumption  that  White  must  play  his 
Kt — QB3.  Our  modification  gives  White's  Queen  more  scope  for  action  on  her  own  wing. 
With  Col.  28  a  line  of  play  commences  which  is  usually  treated  in  the  King's  Bish- 
op's opening,  but  in  order  not  to  defer  our  readers  to  the  second  volume  we  have  devoted 
at  once  attention  to  its  chief  features.  Most  authorities  hold  that  3  B — 64  in  this  opening 
is  theoretically  unsound,  especially  if  followed  up  with  4  QKt — 63  after  3.  .  .  .KtXP. 
But  though  we  agree  with  this  judgment  we  differ  as  regards  the  demonstrations.  We 
lay  most  stress  for  the  defence  on  the  move  P — QB3,  which  should  be  adopted  as  early 
as  possible,  not  alone  for  the  purpose  of  driving  back  White's  KB,  but  also  with  the  ob- 
ject of  providing  an  exit  for  Black's  King  at  QB2  in  anticipation  of  his  being  driven  to 
Queen's  square. 

Columns  29  and  30  contain  corrections  of  authorized  lines  of  play  but  we  thought 
the  variations  pointed  out  in  the  last  note  of  that  Table  especially  remarkable,  as  it 
contains  a  fine  sacrifice  of  the  Q  which  in  practice  would  be  likely  to  succeed,  since  even 
the  analytical  demonstration  of  the  unsoundness  of  this  sacrifice  appears  very  difficult. 
In  Columns  31  and  32  of  Table  VI,  we  endeavor  to  demonstrate  that  7.  .  .  .P — 63, 
and  not  7.  ...  P — Q3  is  Black's  best  move.  The  former  has  been  neglected  on  account 
of  a  fanciful  sort  of  attack  supposed  to  be  at  White's  disposal  by  the  sacrifice  of  a  Rook. 
We  believe,  however,  that  too  much  material  is  given  up  for  an  attack  which  simply  rests 
on  the  preparatory  coup  de  repose,  10  Q — K2.  In  our  opinion  the  defence  ought  to  win, 
though  most  of  the  book  variations  end  in  favor  of  the  first  player.  We  also  disagree 
with  the  demonstrations  hitherto  attempted.  For  the  defence  9.  .  .  .Q — 64  which  was 
held  to  be  dangerous,  appears  to  us  the  best  and  in  fact  the  only  one,  whereas  9.  .  .  .Q — 
Q3,  which  was  supposed  to  give  Black  the  best  chance  of  prolonging  the  fight,  is,  in  our 
opinion,  altogether  untenable. 

In  Col.  33  the  inferior  defence  5.  ...  P — Q3  is  taken  up,  and  from  Black's  8th  move 
we  investigate  some  new  additions,  comprising  a  feasible  defence  which  cannot  be  easily 
met. 

Col.  34  is  already  well-known  to  theorists  and  retains  the  main  idea  of  the  attack 
against  5.  .  .  .P — Q3. 

In  the  next  two  columns,  the  continuation  of  Q — K2,  we  again  differ  entirely  from  the 
old  authorities  in  the  conclusions  we  draw  from  the  continuations  arising  after  4  Q — K2, 
in  reply  to  3.  .  .  .KtXP.  For  by  the  new  move  5.  .  .  .B — K3,  which  we  adopt  for  the  de- 
fence, we  think  we  prove  a  clear  superiority  for  Black,  whereas  we  maintain  that  the 
authorized  move  5  KB — QB4  leads  only  to  an  even  game  by  best  play  on  White's  part. 


PETROFF'S    DEFENCE. 


119 


,i-K4 

9KKt-B3 

^ 

IP—  K4 

^KKt—  83 

Qpronr!  T)f»fpnrp 

PXP 

• 

<w^  Continuation  1KtXP               jKKt-B3         rP~Q4 

KtxP 
RB-Q3 

up—  Q3              *KtxP               °P—  Q4 

0 

Col   II 

Second  Defence 

B—  Ka! 
g 

°QKt—  63  ? 

Col   16 

P-Q3 

....       Col   17 

Fifth  Defence             ...          

P—  QB4 

....      Col   18 

Kt-Q3 

Note  CC 

KKt—  63 
nKtXP 

ixote  55. 
-               -       Col    10 

"KtxP? 
nKtXP 

Cols   20  to  24. 

TCtvP 
Fifth  Continuation        ---------     df^^f 

UQ—  K2 
^KtxP? 

-     -      Cols.  25  to  27. 

Up_Q3 

Sixth  Continuation    .....        «B—  B4?                    J*Kt~B3 

"  4 

rQPxKt 

"KtxP                 ^KtxKt 

"  0 

-     -      Cols   28  to  30. 

P—  KB3 

-    Cols   "?"?.  'W. 

Seventh  Continuation                                                 QB~  B4? 

P-Q3 
.Q-K2 

.    Cols.  35,  36. 

'KtXP 


120 


PETROFF'S  DEFENCE. 


1 

1 

.P-K4 

nKKt—  B3                              0P~Q4! 

lp-K4 

2 

^  I/*  T/"i 

3 

QKt—  Kts?     6 

4 

0 

5 

D 

6 

«PXP 

jP—  KS 

KtXP 
,,B-Q3 

_Q—  K2 

1  F; 

Q—  K2 
B-K2 

4P-Q4 
-KtXP 

Blvt  /\  1 

OB—  Kt5  ch.? 

fiK-Q  sq. 

^Kt—  Kts 
0-0 

Op—  QB4 
RB—  Kts  ch 

B—  K2 
»QKt-B3 

OP-Q4          5 

7PXP  in  passing 

"KtxKP 
7R-K  sq. 

°QKt—  B3    12 
aKtxP 

"B—  Q2 

yKtXB 

/Kt-K3 
pKtxKt 

2     '  P—  KB4 
pPxP! 

'K-Qsq. 
.KtXP 

'KKtXP 
flR-K  sq. 

'KtxKt 

n°"° 

"QPXKt 
0Q-Kt4+ 

3     °QXP 
4    nKtxP+ 

OO-Q 

QQ-B4ch.     7 

Op-Q3           9 
qP-KB4 

OQ-Q  sq. 

QKB-QKt5 

°P—  QR3 
QBxKt  ch. 

14 

0 

0 

«K—  R  sq. 
inPXP         D8 

"KKt—  QB3 
1flB-KtS 

"B—  K2 
1(1Kt-B5 

9QXB 
inP-KB3 

A«KtxPch. 
K-K2 

1UQ-B3 
QKt-B3 

1U0-0 
.  .  KtxB  ch. 

lUKt-B3 
.  .  R—  K  sq.  ch. 

AlQ—  K2ch. 
4  nKxKt 

UB-Q2        10 
,  9Kt-B3 

**QxKt 

4  nBxKt 

UK—  Qsq. 
1  «B-Kt5 

15 

i«Q—  K8ch. 
.qK-Ktsq.orB3 

^"B—  K3 

.  QKt-K4       , 

A^QPXB 
qP-KB4 

i"B—  K2 
nKt-B3+ 

16 

IUQXQB+ 

1«JQ-B4 
,  .Q—  K2+  Dll 

iUR-Qsq. 
..Q-K2+     13 

Id 

Column  3.     Move  10.     PxQBP. 

BLACK. 


Column  4.     Move  I4.     Q — K2. 

BLACK. 


WHITE. 


PETROFF'S  DEFENCK.  121 


1.     Col.  i.—  After  5  QXP,  5  P—  0.4;  6  PxP  e.  p.,  6  KtXQl';   7  QB-KKts,  7  P-K.B3;  8  QB-K  I:,. 
8  Kt—  63;  gQ  —  Q2,  White  has  hardly  any  advantage. 

Col.  i.—  Or  7  ____  O  -O;  8  QB—  KB4,  8  P—  Oj  (if  8  ____  P—  Q4;  9  O—  O—  O  with  the  superior  gam.  , 
or  it  8  ____  Kt—  K.3;  9  KtxKt,  9  BPxKt;  10  B—  Kt3  and  we  prefer  white);  9  O—  O—  O,  9  P—  OB3 
(or9....B-Q2;  10  KKt-Kts,  ioKB-Kt4;  n  BxB,  nQxBch.;  12  K—  Kt  sq.,  12  BxKt;  13 
KtXB+);  ic-K—  Kt  sq.  threatening  PxP  followed  by  KKt—  B3  with  an  excellent  position. 

Col.  I.—  If  8.  .  .  .BPxKt;  9  Q—  R$  ch.,  9  P-Kt3;  10  Q—  Kt4,  followed  soon  by  P—  KR4  with  a 
fine  attack. 

Col.  i.—  Obviously  Black  dare  not  castle  on  account  of  B—  R6  and  if  9  ____  P—  KKt3  White  will  ob- 
tain an  excellent  attack  by  P—  KR4. 


Col.  2. — 6 Kt — QB4  is  altogether  out  of  question  on  account  of  the  reply  B— Kt5. 

6.  Col.  3. — A  seductive  move  which  wins  a  piece,  but  subjects  White  to  an  irresistible  attack. 

7.  Col.  3.— No  better  is  9  KtxKt,  9  PxKt;  10  Q— 64  ch.,  10  K— R  sq.;  u  PxP  (or  11  QxB,  11  B— 

Kt5ch.;  12 B—  K2,!  i2BxBch.;  I3KXB,  13^—63;  14  QxP,  14  Q— RS;  15  QXKt,  15  QxP 
ch. ;  i6K— Q  sq.,  16  QxKtP;  17  R— K  sq.,  17  Q— Kt5ch.;  18  K— Q2,  18  R— 67  ch. ;  and 

mates  next  move),  11 B— Kt$  ch. ;  12  B— K2  best  (if  I2P— 63,   12  PxP  wins),  12 BxB 

ch. ;  13  KxB,  13  Q— R.5;  with  a  winning  attack.  For  if  14  PxKt  queening,  14  Q— Kt5  ch.  and  mates- 
in  a  few  moves;  and  if  14  QxB,  14  RxP  ch.;  15  K— K  sq.  (if  15  K — Q  sq.,  15  Q— Kt5  ch.,  etc.), 
15  RxKtP  dis.  ch. ;  16  K — Q  sq.,  16  Q — Kt5  ch.  and  mates  next  move. 

8.  Col.  3.  -10  KtxKt  leads  to  the  same  position  as  in  the  previous  note,  and  if  10  Kt — 67  ch.  the  game 

mightproceed  10 RxKt;  n  QxR,  n  KtxPch.;  12  K— K2,  12  KtxR;   13   PXP,  13  Q— Q2; 

14  PxKt  queening  (if  14  QxQ,  *4  KtXQ  and  should  win),   14 QXQ;    15  Q— KB4  (obviously  J 

best  as  Black  threatens  the  fatal  Q— 65  ch.);  15 B— Q2;    16  B— Q2,   16  Q— R4  ch. ;  17  Q— 63, 

17  R— K  sq.  ch.;  18  K— Q  sq.,  18  Kt— B7  ch.;  19  K— B  sq.,  19  BxB  ch.;  20  KxB,  20  Q)— Kt4 
ch. ;  and  mates  next  move. 


9.     Col.  4. — There  are  other  defences  which,  however,  do  not  improve  Black's  position.    If,  for  instance, 

8 QKt— 63;  9  QKt— 63,  9  KtxKt;  10  QxKt,  10  Q— 64;  11  Q— K4,  n  P— Q3;  12  KB— QKt5, 

12  Q— Kt3   (or    12.... P— KB  4;  13   Q-R4ch.,  13   B-K2;  14  QB— KKt5  and  wins.     Or  if  12 

Kt— QB3;  13  B— K3,  13  Q— Kt5;  14  BxKt,  and  wins;  for,  if  14 PxB;  15  B— Kt5  ch.  and 

mates  next  move,  and  if  14..     QxQ;  15  BxQ  having  won  apiece);  13  B — K3,  13  Q — £4  (if  13 

P— QB4;  14  P— QKt4  with  an  irresistible   attack);  14  QR— Q  sq.,  14  P— KB3  (or  14 P— 

QB3;  15  QxKt,  15  PxB;  16  B— Kt  6  ch.,  16  QxB;  17  Q— K8  ch.,  17  K— 62;  18  Kt— Q5  ch., 
and  wins);  15  P— KB4,  15  KKt— Q2  (if  16. . .  .P— QB3;  17  PxKt,  17  PxB;  18  PxBP,  18  PxP; 
19  B— Q4  and  wins);  16  P— QKt4,  16  Q— R6;  17  QB— QB  sq.  and  wins. 

10.  Col.  4.— Clearly  if  n QxKt  ch. ;   White  simply  takes,  and  the  Kt  dare  not  retake  on  account  of 

the  impending  mate  by  R — K8  ch. 

11.  Col.  4. —Continued:    14 P—  QR3;    15  B— Q3,  15   Kt— KtS;    16  Kt— Kt3,  16  Q— 64  ch.  (or  16 

.  ...Q— Kt5;  176— BS  +  );  17  B— K3,  17  Q— QR4;  18  P— 65,  18  B— Q2  (if  i8....B— Q4;  19  B 
— Kt5  ch.  +);  19  Kt— Kt5,  19  B— K  sq. ;  20  B— Q4+. 


12.  Col.  5.— If  6.  . .  .P— QB4;  7  R— K  sq.,  7  QKt— 63;  8   KtXP,  8   KKtXKP;   9  KtxKt,  9  QPxKt; 

10  P— KB4,  loKt— Kt3;  u  B— Q3,  II  B— K3;  12  P— 65  +  . 

13.  Col.  5.— Continued:  14.  . .  .Kt— Kt3:  15  QxQi  15  KtXQ;  16  RxKt,  16  R— Q8  ch.;  17  K— 62,  17 

B— Kt5  (or  17.  . .  .K--B  sq.;  18  R— K  sq.  +  );  18  Kt— 63,  18  R— R8;   19?— QKt3+. 


14.  Col.  6.— Black  has  to  guard  against  the  loss  of  a  P  threatened  by  PxP,  and  if  8 P— 65;  9  Q— 

K2  (threatening  BX?)  9 Q— K2;  10  R— K  sq.  +  .     And  if  8 PX?;  9  QXP,  9  KKt— 83  (or 

9 P— QR3;  IOQXQP+);  10 R— K  sq.  ch.,  loB— K2;  II  Kt-B3,  uP— OR.3;  12  B— R4,   12 

P— QKt4;  13  B— Kts,  13  Kt— Kt3,  14  B— Kt$+,  for  if  15. ..  .O— O;  16  RxB  and  wins,  or  if  15 
Q— Q3;  i6RxBch.,  16  KxR;  17    QxQKt  and  wins. 

15.  Col.  6.— Obviously  if  11 B— K2;  12  PxP,  and  Black's  QP  will  also  be  weak. 

16.  Col.  6.— Continued:  13 P— R3  (or  13 P— 65;  14   R— KS  +  ,  or  if  13 PxP;  14  QX?,  14 

P— R3;  15  RxB,  15  QXR;!— if  15 KxR:  16  KtX?  ch.,  16  K— B  sq. ;  17  Q— 65  ch.,  17  K— 

Ktsq.;  18  BxKt  and  wins— 1 6  KtX  P,  16  Q— Q3;  17  BxKt  ch.,  17  PxB;  18  R—Q  sq.,  threaten- 
ing Kt— Kt6+);  14  BxKt,  146x6;  I5PXP,  15  BxKt;  16  PxB,  16  K— 62;  17  Q_Q4+. 


122 


P-K£ 
IP— K4 

8 


PETROFF'S  DEFENCE. 

0KKt-B3 


9 


"KKt—  B3 

10  11 

KtXP 


12 


,B-Q3 

<)P-Q3 
.KKt—  B3 

-KtxP 

-P—  Q4 

.0-0 

OB—  K3 

17                                RQ~K2       2* 

OB—  K2                 Op_Q4 
0_0                  «B-Q3 

QO-O 

yP-QB4 

t)Kt—  Q3      25 
0-0 

DO_O                   OB—  K2!      32 
yBxKt        29    rjO—O 

QKt—  B3  ? 
0-0 

QKt^B3 

'B—  K2 
18                                   RR—  Ksq.   26 

'PXB                    'O—  O 
nQKt-B3            flP-B4 

'B—  K2        34 

qPxKt 

UQ_B  Sq.    27 
Q                           QQKt-B3 

Up—  KB3     3O    °KKt—  KB3! 

QKt—  B4           nPxP        33 

UQB—  KKt5 

qKt-B3 

"BxKt 

1  nPxB 

19    OB_K3                 "O—  O 
nP-KB4                 Q-R5 

"P—  KB4              "KtxP 
f  nB-B4+      31  4  nKt—  B3 

"KtxKt 

i  n?xKt 

L  U  I  »         T/"  « 

fcwtf—  K3 

2OlUBxKt               1UP—  KB4     28 
..BPXB               ..Kt—  K2+ 

ID                          lUB-K3 
Kt—  KS— 

.  .R—  Ktsq. 

lip—  KKt3 
*  nQ-  R6 

1  ips/p  ?                  11 
.  «BXP  ch. 

llp-QB4- 

HR—  Ktsq.  35 
9R-Ksq. 

l^Kt-Q2 
^  qB—  Kt5 

2ll"KxB 

l^B—  K3        36 
4QQ-B2+     37 

iOP_B3 
j  iivBX"-tP- 

1  UK—  Ktsq. 
f  D4tE-Kts  +  T>23 

iu 

14 

2214 

BLACK. 
Column  7.     Move  14.  KBxKtP. 


BLACK. 

Column  8.     Move  I4  B— Kt5- 


£  mJiJL 


i 


WHITE. 


WHITE. 


PETROFF'S  DEFENCE.  123 

Col.  7— We  prefer  this  to  6  P— QB4,  6  P— QB3 !  (not  6. . .  .B— Kt5  ch. ;  7  K— B  sq.l  and  if  now  7 
. .  P— QB3  ;  8  PxP,  and  the  Q  dare  not  retake  on  account  of  KB— QB4,  nor  can  Black  resort  to 

PXP  on  account  of  the  reply  Q— R4  ch.     Likewise  if  Black  play  7 O— O  the  reply  8  Q— Kt$ 

wins  at  least  a  P,  for  if  then  8 PxP  ;  9  QxP,  wins  a  piece);  7  PxP  (if  7  QKt— 83,   7  KtXKt ; 

8PxKt,  8  BxKt;  9  PxB,  9  PxP  ;  10  BxBP,  loQxQch.;  with  a  good  game),  7. . .  .Q— R4  ch.; 

8  Kt— Q2,  8  PxP  ;  9  BxKt,  9  BxKt ;  even  game. 

Col.  7.— Superior  in  our  opinion  to  the  exchange  of  Pawns  which  releases  Black's  QKt  for  a  better 

post  at  963. 

Col.  7.— If  he  wait  till  White  has  advanced  P— KB4  it  will  be  worse  still,  for  then  the  opponent  will 

evidently  retake  with  the  BP  with  the  much  superior  game.     And  if  9 P— KB3  then  10  Q— RS, 

10  P— KR3;  ii  BXP,  II  PXKt;  12  QB— KKts,  12  Q— Ksq.;  13  B— R7  ch.,  13  K— R  sq.;  14 
B — Kt6  dis.  ch.  and  mates  next  move. 

Col.  7.— 10 PXP;  n  BxP,  ii    QXQ;  12   RXQ  also  leaves  White  with  much  the  superior 

position. 

Col.  7.— Obviously  if  12 PxP  ;  13  B— Kt$  and  wins. 

Col.  7.— Might  be  continued  14 RPxB  ;  15  QxPch.,  15  K— Rsq.  ;  i6PxP,  i6RxP(or  16 

KtxP  ;  17  QR— K  sq.,  17  Q-K2  ;  18  R— K3,  with  a  winning  game);  17  Q— R$  ch.,  17  K— Kt2  ; 
18  QR— K  sq.,  18  Q— K  sq. ;  19  BxR  ch.,  19  KtxB  (if  19. ...  KxB  ;  20  Q— R6  ch.,  20  K— B2  ; 
21  R— K3  +);  20  Q — Kt5  ch.,  20  K— R  sq.;  21  R — K/j,  with  a  winning  game. 


Col.  8.— Continued  14 Q — Q4  ;  15  R — 64  (it  is  noteworthy  that  White  may  also  obtain  a  draw 

at  least  by  15  B— B6,  15  Q— KS  ;— if  15. ..  .PxB  ;  16  R— 64,  16  R— Q  sq.;  17  Q— R6,  17  PxP  ; 
18  R— R4,  18  P— 64 ;  19  Q— B6,  and  wins— 16  R— 63,  16  Q— Kt3  ;  17  R— Kt3,  17  QxQ  ;  18  R 

X?  ch.,  18  K— R  sq.;  19  RxP  dis.  ch.  and  draws  at  least),  15 Kt— Q2  ;  16  QR— B  sq.,  16  P— 

KB4!;   17  R— R4,  17  KtxP  !;   18  PxKt,  18  QxP  ;  19  Q— R7  ch.,  19  K— B2  ;  20  R— R6  +. 


Col.  9.— After  6  O— O,  6  Kt— Q2  ;  7  P— KB4,  7  P— KB4 ;   8  Kt— Q2,  8  QKtxKKt ;  9  BPxKt, 

9  B— K2  ;  10  Q— R5  ch.,  10  P— KKt3  ;  ii  Q— R$,  ii  Q—  Q2  as  played  in  a  little  match  between 

Mackenzie  and  Blackburne.     The  game  is  even. 

Col.  9.— If  6. . .  .P— KB4  ;  7  BxKt,  7  BPxB  ;  8  Q— Kt5  ch.  +. 

Col.  9.— Better  than  8  P— KB4,  8  Q— B  sq. ;  9  R— K  sq.,  9  P— KKt3  with  a  good  game. 

Col.  9. — The  move  in  the  text  enables  Black  to  castle  and  is  necessary,  for  if  8 ....  O — O  ;  9  KtxP,'  9  B 

XKt ;  10  QXB,  10  R— K  sq.;  ii  QxQ  +  ,  and  if  8 P— KB3  ;  9  Kt— Kt6  +  . 

Col.  9.— If  10. . .  .P— KKt3  ;  ii  KtxKtP,  ii  BPxKt ;  12  BxP,  12  R-B2  ;  13  BxR  ch.,  13  BxBi 

14  O— KS,  14  B— B  sq.  (If  14 Kt— 63;  15  Q— Kt3ch.,  15  K— Rsq.;  I6RXB,    16   KtxR;    17 

Q — K5  ch.,  and  wins);  15  KtxP  with  more  than  an  equivalent  for  the  adverse  two  minor  pieces 
against  the  R. 

Col.  10. — 7  R — K  sq.  or  Q— K2  may  also  be  played  with  advantage. 

Col.  io.— Or  8. . .  .P— KB4  ;  9  P— 63,  9  PxP  ;  10  RXP  +  . 

Col.  io.  —White  has  the  majority  of  Pawns  on  the  King's  side  with  the  option  ol  opening  the  KB 

file  by  P — KB3  and  he  has  also  an  entrance  for  his  pieces  at  K5.      All  these  advantages  combined 

more  than  outweigh  the  adverse  two  Bishops  (especially  as  Black's  QB  has  little  scope  for  action)  and 

therefore  constitute  a  superiority  for  White. 

Col.  II. — As  the  QP  is  the  usual  mark  of  White's  attack  in  this  form  of  opening,  it  is  better  to  keep 
Q  file  open  in  order  to  provide  an  additional  defence  and  eventually  a  counter  attack  against  the 
adverse  QP  which  generally  becomes  isolated. 

Col.  ii. — 9  P— 65  would  not  be  good,  for  Black  replies  9 P— QKt 3  and  if  10  P— QKt4?  io  P — 

QR4;  ii  PxKtP,  ii  RPxP  ;  12  PxP,  12  QX?  with  the  superior  game. 

Col.  12. — The  same  variation  arises  of  course  also  by  a  transposition  of  Black's  last  two  moves. 


35.  Col.  12.—  If  12  ____  P—  QKt  3  the  answer  13  R—  K  sq.  is  still  stronger  as  it  threatens  PxP  followed 
byB—  K4. 

36.  Col.  36.  -Or  12.  ...  R-K  sq.;  13  PxP,  13  QXP  ;  14  QB-KB4,  14  Q—  Q  sq.;  15  P—  Q5,   15  Kt 
—  R4;  i6KB-QKts 

37.  '  Col.  12.—  Continued  13.  ..  .P—  KR3  ;  14  6-^65,  14  BxB  ;  15  QxB,  i$  PxP  ;  16  P—  Q$,  }%?• 


R4  .  I7  P— Q6,  17  PxP  ;  18  RXB  +. 


I24 

PETRO. 
«KKt—  B3             «KtXP 

KF'S  DEFENCE. 
.KKt—  63 

CP-04                 oB—  °3 

lp-K4 

13 

"KKt—  B3            "P—  Q3 

14            15 

16 

Op-Q4 

17              18 

60 

QKt—  B3  i 
0-0 

> 

B-03 
0-0 

P—  QB4              °Kt—  Q3      55 
-0-0!         52    70-0 

'B—  K2 

R-Ksq. 

'0—  O 
np—  B4 

'PXP           53     »B—  K2        56 
nR-K  sq-            nKt~K5 

QR-Ksq.! 

HKt-Q3 

q                   qKt-B3 

UB-K3 
Q-B2 

Op—  KB4              "O—  0 
QKt-K5               QP-KB4+ 

"Kt—  B3 

mp"Bs 

38    OP—  B4                  OB-K3 
39  .  «Kt—  63             .  pKt—  K2 

46    «p_KB4 
.  «Q-Kt3      48 

"B—  K3 
.  nB-Kts  ch. 

lUo-o 

4O  1  "KtxKt       43  1  "o—  O 

.  .  PxKt                ,  .  Kt—  B4 

lUPxp 
..gXKtP 

1UB-Q2        54 

Hfi-Kts 

A1PXP           44X1Q—  Esq. 
40RXB                 ^  «P—  B3  + 

47llKt—  B3JD49 
.  «BxKt        5O 

9P-KB3  + 

P-QR3 

41^"PXB                 *" 

.  nKt—  Kt5 

la 

.  .P—  Kt4 

V      13Q-Q2 

.  .  QKt-B3 

jrR-Ktsq. 

*'O—  O—  O 
42  .  ,-BXB 

10 

RKt-K5+     D 

45 


Column  I4.     Move  16  Kt — K5. 

BLACK. 


i  • 
A 


Column  1 6.     Move  1 1 Kt— 

BLACK. 


1 


^  W$  A 

•*iBJt«i 


m 


m 


WHITE. 


PETROFF'S  DEFENCE.  125 

38.  Col.  13.— If  9....  B— QKt  5;  10  BxKt,  10  BxR  ;  uPXP-f. 

39.  Col.  13. — This  is  sound  enough  now,  for  Black  has  no  time  to  break  up  the  Pawns  by  P — QKt3. 

Compare  next  note. 

)40.     Col.  13.— If  10. . .  .P— QKt3  ;  ir  Q-R4,  n  B— Q2  ;  12  KB— QKt  5,  12  QKt— QKt  sq.;  13  Kt-K 

5,  I3BXB;  14  QxB  ch.,  14  K— B  sq.;  15  QKt— 63  +.     For  if  15 PXP  ;  16  Q— Kt  7,  16  QKt 

— Q2  ;  17  Kt— B6  and  wins. 

41.  Col.  13.— If  12 Kt— K  sq.,  13  Q— Kt3  wins  a  P  with  a  safe  position. 

42.  Col.  13.— Might  be  continued  15 Kt— K  sq.;  16  P— QR4,  16  P— 64  ;  17  P— Kt5,   17  PxP  ;  18 

PXP,  1 8  Kt— Kt  sq.;  19  Kt— K$  +.     For  after  the  exchange  of  Queens  White  will  easily  protect 
the  QP  by  Kt— K2  if  necessary,  and  obtain  the  superior  position  by  R— R  sq. 


Col.  14.— Or  10....  KB— QKt  5  ;  u  BxKt,  u  QPxB  (11 . . .  .BPxB  ;  12  KKt— KKt5,  12  BxKt ; 
13  KtxB,  13  Q— K2  ;  14  PxB,  14  QxKt ;  15  Q— RS  ch.  +)  ;  12  P— Q5,  12  PxKt ;  13  RxB  ch., 
13  K— Q2  ;  14  QXP  +  . 

Col.  14.— If  ii Q— Q2  ;  12  PxP,   12  BxP  (if  12 QxP  ;  13  P— 64  followed  by  14  P— Q5 

wins) ;  13  Kt— K5,  13  KtxKt ;  14  RxKt  and  wins  ;  for  if  14 O— O  ;  15  Q— K2  wins  a  piece, 

as  besides  RxB,  White  also  threatens  RxQB,  followed  by  KB— QB4 ;— or  if  14 B—  K3  ;  15  Q— 

K2,  15  K— B2  ;  16  RXB,  followed  by  17  KB— QB4  wins. 

Col.  14.— Continued  :  16 Q— K  sq.;  17  QR— Kt  sq.,  17  P—  QKt 3  ;  18  Q— R3  +  . 


46.  Col.  15.— If  9. . .  .Kt— 64  ;  10  KB— QKt5,  10  O— O  ;  u  BxKt,  11  PxB  ;  12  Kt— K5,  12  B— Q2  ; 

13  Kt— R4  +  . 

47.  Col.  15.— The  best  answer  to  11 Kt— 64  is  12  RxB. 

48.  Col.  16. — It  is  we  believe  quite  safe  for  White  here  to  confine  the  adverse  pieces  by  10  P — 65,  fol- 

lowed immediately  by  P — QKt4. 

49.  Col.  1 6. — The  above  moves  occurred  in  the  well  known  correspondence  game  between  Paris  and  St. 

Petersburg.     But  at  the  present  point  the  game  proceeded  :    u P — 63;  12  BxKt  (of  course  if 

12  QxR  the  reply  12 ...  .Q— B2  confines  White's  Q  which  must  be  ultimately  lost  for  two  Rooks  in 
a  position  favorable  for  Black),  12 PXB;  13  Kt— Kt$,  13  QB— KB4;  14  QKt — 63+. 

50.  Col.  16.— Or  12  QxKt,  12  PxB;  13  Q— Kt5,  13  P— Q7;  14  QKtXP,  14  R— Kt  sq.;  15  Q— Q3,  15 

KtxKt;  16  KtxKt,  16  B— Q4  with  a  strong  attack. 

51.  Col.  16.— Continued:  15  Q— R6,  15  Kt— Kt5;  16  Q— R4,  16  P— 63;  17  P— QR3   (if  17  KtxB,  17 
PXKt;  18  Kt— K6,  18  Q— K  sq.  +  ),  17. ..  .Kt— Q6;  18  KtxB,  18  PxKt;  I9Q-B6  (if  19  Kt— K6, 
19  BxPch.;  20  KXB!,  20  Q— Q3  ch.  +  ),  i9....BxP  ch;  20  KxB,  20  KtxB;  21  Q— K6  ch., 
21  K— Rsq.  +  . 

52.  Col.  17.— If  7  P— QB4,?  7  PxQP;  8  O— O  (or  8  PxP,  8  B— Kt5  ch;  9  K— B  sq.,  9  QXP+),  8. ... 
KKt— 63;  9  KtxP,  9  PXP;  10  BxP,  10  B— K2  even  game. 

53.  Col.  17.— 7....  P— 65?;   8  BxKt,  8  PXB;  9  R— K  sq.,  9  P— 64;  10  Kt— KS,  10  B— K3;  n  Q— 
R5  ch.,  ii  P— KKt3;  12  KtxP,  12  B— 62;  13  QxBP,  13  BxKt;  14  Q— KS  ch.,+. 

54.  Col.  17.— The  piece  is  lost  anyhow  for  if  10 K— K2;  ii  RxKt  and  wins. 


55.  Col.  18. — The  same  line  of  play  as  here  proposed  may  also  be  adopted  for  6. . .  .KKt — 63. 

56.  Col.  18.— 7 B— Kt5  is  of  no  use  on  account  of  8  Q — K  sq.  ch.  followed   by  Kt— K5.     And  if 

7. . .  .B— 64;  8  BXB,  8  KtxB;  9  Q— K2  ch.,  9  B— K2;  10  Q— Kt5  ch.  +  . 


126 


PETROFF'S  DEFENCE. 


.P-K4 

9KKt-B3 

nKtXP 

IP—  K4 

19              20 

30 

"KKt—  B3 

21             22 

i                ip~Q4 

0 

23            24 

KtxP?                "Q—  K2 
.Q—  K2                 .KKt—  B3 

4g_  K2                ^KtxP  !       63 
cQxKt                 CB—  K2 

*QXP  ch.             ^P  -Q3 
-B—  K2                 _KKt-B3 

Up_Q3                        UQ  —  Q  Sq. 

p  —  Q4                   O  —  O 

3fi—  64                 ^QXP  ch. 
D0-0                  DB—  K2 

^KtxP!       67 
B-K3?                 B-K2 

«P—  KB3              «B—  K2 
I7P-KB4     57     ^R—Ksq.- 

DO—  O                  DB—  64 
7P-Q4                nP-B3-    65 

OKt-Kts             "P-Q4 

7Q-Q2            7o-o 

'Kt-Q2               '0—0— 
QKt-B3 

'B-Kt3               'Q—  By— 

'KtxB                  /Q—  Qsq. 
fiPXKt                 oKt~K5- 

"BPxKt      58 
qKt-Q5      59 

QQB-KKt5 

Op_Q4                       0B_K2— 

«Kt-B3 

nB—  Kt5ch.6O 

OP       PJo 
r       iij 

4  nQ-Q2+      D 

JQ-K3 

^Ktch.6 

lu 

l"p—  KB4+  66 

nBxP  ch. 

QxPch. 

Q^ch,+ 

D62 


Column  19.     Move  14  Q — Q5  ch. 

BLACK. 


i 


Column  21.     Move  10  Q — Q2. 

BLACK. 


WHITE. 


PETROFF'S  DEFENCE.  127 


Col.  19.— Quite  as  good  at  least  is  7  QKt— 83,  with  the  probable  continuation:  7 QPxKt;  8  Kt— 

Q5>  8Q— Q3;  9  PxP,  9  PX?;  loQB— KB4,  loP— 63;  u  O— O— O  (n  Kt— 63  or  Kt— KS  also  gives 
White  the  advantage),  n. . .  .PxKt;  I2RXP,  12  Q— KKt3;  13  RxP  ch.,  13  K— Q  sq.;  14  R— Q$ 
ch,  14  B— Q2;  15  Q— KS,  15  Q— QKt3;  1 6  KB— QKts,  16  K— B  sq.  (if  16. . .  .Kt— 63;  17  Q— 
K6,  etc.),  17  KR— Q  sq.  and  wins. 

Col.  19.— 8....QPxKt;  9  Kt— Q5,  9  Q— Q3;  10  PxP,  10  PxP;  "  PXP,  "  Q— 63  (or  n.... 
KtxP?;  II  QB— KB4+ or  II....QXP;  i2KtxPch.+);  12  KB— QKts +. 

Col.  19. — We  consider  this  better  than  9  BPxP,  9  PXP  which  in  some  contingencies  gives  Black 
more  freedom  for  his  KB. 

Col.  19.— Equally  good  is  10  KtxQ,  10  KtxQ;  "  Kt— Qs,  u  K— Q  sq.;  12  B— Q3,  12  P— 63;  i$ 
BxKt,  13  PxKt;  14  BXQP,  H  PXQP;  15  B— Q2  followed  by  O— O— O  which  will  soon  win  a  P 
with  a  fine  position. 

Col.  19.— If  IO....K— Qsq.;  u  KtXKt,  II  PxKt;  I2BPXP,  12  BPxP(or  12. . .  .QPxP;  13  PXP, 
13  PXP;— if  I3....QXP;  I4QXQ,  H^XQ;  *5  B— Kt  5  ch.,  15  B— K2;  16  O— O— O  ch.  and 
wins— 14  B— Q2.  +  );  13  O— O,  13  B— Kt2;  14  P— KR4,  14?— KR3;  15  Q— Kt6+. 

Col.  .  19 — This  check  is  of  importance  before  taking  the  R,  and  its  object  is  to  drive  the  adverse 
K— Kt2  where  he  blocks  his  own  R  which  otherwise  would  help  to  obtain  a  strong  counter  attack. 
If,  for  instance,  14  QxR  at  once,  then  14. . .  .QB— Kt2;  15  QxP,  15  PXQP  dis.  ch. ;  16  K— 62, 
1 6  Q— KS  ;  17  KR— Kt  sq.,  17  KR— Kt  sq. ;  etc.  Whereas,  after  the  move  we  propose,  Blacks  best 

answer  is  clearly  14 K— Kt2;  whereupon  15  QXR  is  quite  safe,  for  if  15 B— Kt2;  16  Q 

XP,  16  PXQP  ch.;  17  K— B2,  17  Q— KS;  18  KR— Ktsq.,  iSQxQBPch.;  19  K— K  sq,  19  Q 
— KS  ch. ;  20  K— Q  sq.  + . 

Col.  20. — This  move  in  conjunction  with  Blacks  next  fully  equalizes  the  game. 


Col.  21.— We  consider  this  better  than  8  P— QB4,  to  which  Black's  best  reply  is  8 P— Q3- 


65.  Col.  22. — Keeping  the  centre  compact,  whereas  7  P — 64  would  loosen  it  in  a  manner  that  might  cause 

trouble  in  the  ending. 

66.  Col.  23.— White  cannot  get  out  of  his  weak  centre  P,  and  the  two  Bishops  will  also  give  Black  the 
superior  game  after  he  develops  his  pieces. 


Col.  24.— Afters. . .  .QxPch.;6  B— K3  !,  6Kt— Kts;  ;Q— Q2,  7KtxB;8-PxKtWhitehasthe  better 
game,  for  Black  cannot  now  play  for  stopping  the  centre  P  as  in  the  previous  column.  If,  for  in- 
stance, 8. ..  .P— KB4;  9Kt— B3,  9  Q— K2;  10  Kt— Qs,  10  Q-Q  sq.;  11  P— K*,  11  PxP;  12 
Q—K3,  12  B— 64;  13  Kt— B2  with  the  better  game,  for  if  13. ..  .P— 63;  14  KtxP,  14  PxKt;  15 
KtxQP  double  ch.,  15  K— Q2;  16  KtxB,  16  B— Kts  ch5  "7  K— Q  sq.,  17  R— K  sq.;  18  B— 
Kts  ch-  +  - 


128 


PETROFF'S   DEFENCE. 


25 

,KtxI' 
rfp/:<  ): 


-P-K4. 
IP— K4 

26 


9KKt-B3 
fl— 


27 


-B3 

28  29 

,B— B4?      75 


30 


KtxP? 


Kt-B3 


.B— B4  ch. 


B-Kt3 


OB -0.3        68 
,0— O  «O— R<?  ch. 


r -QPXKt 

OB— K3?  Op_KB3!   76 

RBXB  ch.  C0-0         77 

UKvR  D( 


KXB 


'Q— K2       78 


7^:1^ nv: 

'  R— B  sq.  '  K- 


~K  sq. 


1<3          1)     /K— B2 


!BP-Q4 

°K-Kt  sq. 


'P— B3  »P— 83 

0Q-R5  ch.          flQB-KKt5 
— B3  OB— K2         71    OK— Q  Sq.  °P_Q3        8O 


tO— O          70    QO— O 
0 


,R— K  sq.  ch. 


1— R  sq.  °K— Q3  °9Kt— Q2  OP— Q4 

.  nQ— KS  ch.        .  nQ— Kt3  ch.       .  ftQR— (; 


72    gB-K3       79    nB- 


!     81    UB— K3? 

BXB 


73 


10 


Q--Q4 


13 


Kt-Q2+  74 


Kt-lB^ 
AlQ— B2 


QXB 
Kt-Q4 


g—  62 

Q-Kt4 


t—  R3 


K.t— B2 
P-KB4 


14p_KKt3 
t  rKt-B3 


'P -KB4       1 
.Q-R3+    8S 


Column  26.     Move  7. . .  .K — K3 

BLACK. 


Column  30.     Move  15 P— KB4. 

BLACK. 


WHITE. 


1'KTknl'FS   1>I  I  I  -  129 


18.  Col.  25. — We  prefer  this  to  6 Q— K  sq.  ch.  recommended  by  some  authorities,  for  after  7  K— B  sq, 

7  B— Qj;  8  P— Q4,  followed  by  B— Kt  3  and  P — QB4,  Black  will  have  difficulty  to  get  his  K  into 
safety,  and  his  Q  is  also  not  well  placed.  „ 

19.  Col.  25.— White's  surplus  of  three  Pawns  is  divided  on  the  two  wings,  and  his  five  Pawns  to  three  on 

the  Queen's  side  are  weakened  by  the  double  Pawn. 


N>.     Col.  26.— Or  8  Q— K.2,  8  K— 63;  9  P— Q3,  9  Kt— 64;  10  Q— 63  ch.,  10  K— K3+. 

l.     Col.  27. — Black  evidently  cannot  venture  on  8 KtxP ;  on  account  of  9  Q— R5  ch.,  followed  accord- 
ingly by  Q—QS  ch-  or  R — K  scl- 

Col.  27. — Stronger  than  the  authorized  QKt — 63.  White's  aim  is  either  to  drive  the  adverse  King 
back  to  the  last  row  before  Black's  KR  can  get  into  play,  or  else  to  get  a  third  P,  which,  considering 
that  White  has  all  his  Pawns  on  the  board,  must  become  very  formidable  in  the  end. 

.     Col.  27.— If  10 K— B  sq. ;  II  Kt— Q2,  followed  by  P— KB4  with  a  strong  attack. 

.     Col.  27.— Continuation  :  13 R— Ksq.  (or  13 P— 63;  14  P— KB4,  14  Kt— KS;  15  P— 65,  15 

Kt — B2;  16  Kt — K4  with  an  excellent  attack) ;  14?— 64,  14  Kt— KS;  15  P—  65,  15  Kt— B  sq.    (if 
I5 . . .  .Kt— Kt4  ;   16  P— KR4  and  wins);  16  Kt— K4,  16  K— Kt  sq.;  17  P— B6,  17  PxP;  18 
and  wins. 


.     Col.  28. — The  same  position  may  arise  by  a  transposition  of  moves  in  the  KB  opening  after  I  P — K4, 
i  P— K4;  2  B— 64,  2  KKt— 63;  3  KKt— 63. 

F6.     Col.  28. — The  only  move  to  maintain  the  P  gained,  and  though  White  obtains  apparently  a  strong 

attack  Black  by  best  defence  ought  to  be  able  to  get  out  with  advantage  in  position  and  material. 

» 

,     Col.  28. — 6  KtxP  would  be  bad  on  account  of  the  rejoinder  6. . .  .Q — K2.     But  of  course  if  Black 
reply  6 PXKt  at  once  White  would  win  by  7  Q — R5  ch. 

.     Col.  28.— Better  than  6. . .  .P— Oj;  7  Kt— R4,  7  Q— K2;  8  Q— R5  ch.,  8  K— Q  sq.;  9  P— 64,  9 
"  Kt— 63 ;  10  B— K3  with  a  strong  attack. 

.     Col.  28.— If  9  Kt— Kt6,  9  Q— K  sq. ;  10  B— Q3,  10  B— K2  and  wins. 


.     Col.  29. — Clearly  necessary  as  White  threatens 

Col.  29. — By- this  move  Black  avoids  all  the  complications  suggested  in  our  next  column  and  prepares 
for  the  strong  advance  of  P — Q4  which  will  give  him  the  superior  position  as  White's  KB  will  be 
reduced  to  inactivity. 

12.  Col.  30.— Continued:  16. . .  .P— KS;  17  Kt— Kt5,  17  Q— BQ4;  18  R— Q4  followed  by  KtX-KP.  It 
is  however  noteworthy  that  White  instead  of  retreating  the  Q  given  in  our  main  column  might  at- 
tempt to  sacrifice  her  and  we  believe  there  is  only  one  line  of  play  to  save  Black's  game.  e.  g.  16 
PXP,  16  PxQ;  17  PXP  dis.  ch.,  and  now  it  17. . .  .Q-K3;  18  P— Q  7  ch.,  18  K— 62;  19  Kt— 

Kt5  ch.  and  wins.     Or  if  17 Kt— K3,  18  Kt— KS,  18  BxP;  !  19  KtxQ,  19  6—64  ch;  20  K— 

R,  sq.,  2oKxKt;  21  R— Q7  ch.  and  wins.     But  after  17 B— K2;  18  BxB  (or  18  PxB,  iS 

Kt— Q4;  etc.),  18 Kt— K3;  19  Kt— Kt5,  19  Q— 64;  2oKtXKt,  20 K— Q2;  Black  ought  to  win. 


130 


,P-K4 
IP— K4 


31 

Kt-B3 


32 


rQPxKt 
Op— KB3 

nO-Q 
OQ-K2 

nR-K  sq. 


PETROFF'S  DEFENCE. 

9KKt-B3 
"KKt— Bi 

33 

'P-Q3 


34 


"KtxP 

35 

,Q— K2       96 
•KtxP 


36 


'B— K3!  OKB— gB4? 

,B-Kt3      97    0P-Q3 


88 


9 


ch. 


P_B3 


nQB-KKts 

OQ_Q3?  b 


Q-B4! 


K-Q  sq. 

o-o 


7Q-Kt5  ch.         7QxKt 

/P DR->  /Q Q 


P—  QB3 
QXKtP 


Kt-Q2      89    OQXKt 
KtxKt  .R— Ksq 


nQxBP 

OC^T 


n^-^  >H-        nR-B  sq- 

90    OO^B^ 94    aQB-KR6 


Q-K2 
P-Q4!     10 


Kt-K5 


R—  K8  ch. 


'B— K2 

R-Q  ^. 

•Q— B2 


,KtXP        84  .  ?Kt— Kt6 
~1^K 


R-Ksq. 


.  nix— JLVO  vn.         t  nVA^J 
9llUK-g2         ~1UK-Qsq. 

-4Q-Kt4ch.      4JB~B4 


QXKBP  ch.      .  nQxB 


92  UK— B3 

,0B-Q5ch.    D 


.  nQ-R5  ch. 
lup— Kt3 

.  ,KtxKtP 


— Q2  LUV— 1 

-Ksq.   86<0Kt- 


93 


Q-K4ch. 


QXBch. 


15i= 


ch. 


Q-K8 


Q2 


.  pR— K  sq.+  xy  .  QV— 
ID  «RiDoII 


13B-Ktsq.         10K— B4 

UQ — Kt4sq.+         B — K3  ch. 
41 

15 


-Kt4 

P— R4ch.+ 
95 


85i"Q-Q2+    87 
Column  31.     Move  16  R — Ksq. 

BLACK. 


Column  34.  Move  12  B— Q5  ch. 

BLACK. 


WHITE. 


WHITE. 


PETROFF'S  DEFENCE.  131 


83.  Col.  31. — The  attack  is  not  lasting  enough  for  such  a  heavy  sacrifice. 

84.  Col.  31.— Much  stronger  than  12  BxB,  12  P— Q4;  13  KtXP,  13  B— K3;  14  Kt— Kt6,  14  PxKt;  15 
QXB,  15  QxB;  etc. 

85.  Col.  31.— If  16. . .  .BXB;  17  Q-K8  ch.,  17  K— Q3;  18  Q— KS  ch.,  and  wins  theQ,  for  if  18.  . . . 

K — Q2;  19  Q — K6  ch.,  and  mates  next  move. 


86.  Col.  32.— Obviously  White's  best  chance  of  continuing  the  attack.     If  13  KtXR,  13  QxB  and  wins. 

87.  Col.  32.— Continued  :  17  B— 64  ch.,  17  K— Kt3;  18  B— K3  ch.,  18  8—64  and  wins. 


Col.  33.— Obviously  Black  dare  not  capture  the  Kt  on  account  of  7  BX?  ch.,  7K— K2; 
Col.  33. — A  new  and  feasible  defence,  but  Black's  game  is  already  too  much  compromised. 
Col.  33.— Or  9 BxKt;  10  Q— RS,  10  P— KR3;  11  B— Q2. 

Col.  33. — If  10. . .  .Q — K/3  or  K  sq.,  White  answers  with  still  greater  force  n  R — Ksq.,and  obviously 
if  10 Q— K2  or  — 63  then  11  B— Kt5  and  wins. 

92.  Col.  33.— If  II.. .  .B— K2;  12  P— KKt4,  12  Q— B  sq.  (or  13. ..  .Q— K3?;  14  Kt— B6  ch.,  or  if  13 

. . .  .Q— 63  ?;  14  B— Kt5+);  13  Q— Q5  +  - 

93.  Col.  33. — Obviously  White  threatens  to  win  at  once  by  Kt — Q4. 


94.  Col.  34.— Or  9 B—  Kt5;  10  RXQ,  10  BxQ;  n  B— Kt$  ch.,  11  K— B  sq.;  12  RxB  and  Black 

dare  not  capture  the  R  on  account  of  the  impending  mate  by  R — Q8  (Gossip's  Manual}. 

95.  •   Col.  34. — White  mates  in  two  moves.     This  variation  is  given  by  Staunton. 


96.  Col.  35.— If  4  KtXP,  4  P-Q4;  5  B-Kt3,  5  Q— Kt4;  6  O-O,  6  QxKt;  7  R— K  sq.,  7  KB— QB4; 
8  Q— K.2,  8  QB— KKts,  9  QXB,  9  BxP  ch.;  10  K— B  sq.,  10  BxR;  "  Q— B8  ch.,  u  K— K2;  12 
QXR,  12  Kt— Kt  6  ch.;  13  PxKt,  13  BxP+.— (German  Handbuch}. 

97.  Col.  35.— Or  6  P— Q3,  6  KtXP;  7  B— Kt  5  ch.?,  7  P— 63;  8  KxKt,  8  Q— Kt3  ch.-f . 

98.  Col.  35.— Black  threatens  R— KB  sq.,  followed  by  RX?  with  an  irresistible  attack. 


99.  Col.  36.— If  6. . .  .BXP  ch.;  7  K— B  sq.!,  7  B— Kts;  8  B— Kt3.,  8Q— K2;  9  BxP,  9  QXKt;  10 
QxKt.— 

100.  Col.  36.— If  9  P— KB4,  9  Kt— 63;  10  Q— K4,  10  R— K  sq.;  u  K— Q  sq.,  u  KtxKt  (Stronger 
than  u   Q— R5  to  which  White  may  well  reply    12  P— QB3,— not   12   QKt— Q2  on  account  of 
I2. . .  .B— Kt5  ch.;  13  QKt— 63,  13  Q— 67  etc.— and  after  12. . .  .B— Kt5  ch. ;  13  K— 62, 13  Q—  67 
ch. ;  14  Kt— Q2,  Black  threatens  KtxKt  and  retains  his  P  with  a  good  game);  12  PxKt,  12 

13  QXQ  (best  for  Black  threatens  Q—R4ch.);  146— Kt5  ch.+. 


132 


PETROFF'S  DEFENCE. 


Gamel. 

Dufresne. 

POTTER 
MASON. 

.P—  K4 

Game  2. 

Staunton  and  Wor- 
mald. 

MACKENZIE 
HAMMOND. 

QPXP            11 

Game  3. 

Dufresne. 

SCHIFFERS 

TSCHIGORIN. 
ALAPIN 

PETROFFSKY. 

Game  4. 

Lmventha  l-Morph} 
Games. 

MORPHY 
LIGHT  EN  11  EII 

nB-B4 

lp-K4 
KKt-B3 

"KKt—  63 

.KKt—  KB3 

1    "KtxP 
V^Kt-B3 

pP-^U 

JrBxP4        2J 

°P-Q4 
gB-Q3 

j  "KKt—  KB3 

OKt—  B3 

7o-o 

+%PZ$3 

'O—  O 
nP~B4 

'B—  K2 
gP-B4 

A  '  0—  0         2i 
LpP-KR3     2^ 

°P-QB3         1 
«Q—  B2 

QR-K  sq. 

Ar°P—  KR3     2J 

OKt-Bs 

"PXP 

"KKt—  63 

^  OKt—  B3 
T.nQ  —  Q2        2< 

10p_KR3        2 
B—  K3 

18PXK^ 

IfKtxP 
HKt^B3 

-^10QKt-QR42! 

oKBxBP 

**B—  KKts    12 
,  9QR-Kt  sq. 

11  0-0 
A  nB-K4 

f    .9RPxKt 

1"QB—  KKt5 
,  -0.  Kt—  Q2 

A"Q—  B2         13 
4  qP—  KR3     14 

A"  KB—  Kts    18 

KtxKt 

f  IflB—  Q2        21 
^r.qKR—  KKtJj 

luQKt—  Q2      3 
..QBxRP       4 

X  0  T>           TJ  A                   T  R 

j.BxPch.! 

UQXB 

fl"Kt—  R2      2J 
Kt-K4 

1'fixKl           5 

*  pKtxB 

^KXB 

.  pKt  —  Kt5  ch. 

14p_KB4        D 
4  rB  —  Kt5       19 

i^K—  Rsq. 

,  pQ—  Kt6  ch. 

lbK-Kt3 
.gP-KKt4 

1«Q  —  Q3        2O 

-^  1"P-KR4     3< 
-|  ,  pKt—  R4 

,  yQxRp'di. 

40RXP!     D  16 

17BXKt 

1  10P     KKts 

J,   .  _Q_  K2 

1  '  K—  Kt  sq. 
QR-Ksq.   6 

*'QXR 

1/Q_Q2           21 

?«a?r5?4      3: 

lOQKt—  Kts 

luR_Rsq. 

1  nQ-Q-3  ch. 

iqKt-K5 

•4  lOpxP 
/   iqB-Q4ch. 

te-Ktf      ? 

I  \t  \r         T>  _ 
IV  -L*3 

1UQXP 
onKtXB 

Lf  lOK-Ktsq. 
+  9-Kt-B5      3i 

R^-K53!    D8 

20B_-Kt3       17 
9  .  Kt—  R;  ch. 

«URXB 
o|Q-B3 

•f  ^«R—  Ksq. 
4-  n  .  Kt—  R6  ch. 

ulBxR             9 
99?XB 

Q«)P—  Kt5  mate 

99Kt"^3 

^alK    B  sq. 

99o-o-o 

«flCwR4 

B-B7ch. 

2fiR_Osq. 

K—  Esq. 

—  ""BxKt        3: 

OOK—Rsq. 

ft  .RXKt  &  wins 
1  j  «                  

Z3Q-Q6ch. 

-       01  P-K52 

Z*              10 

24K-KSq. 

rBxB 

P-QKt3 

R_Q7    D3i 

nrrK-Q^ 

-^ZbQ_Kt2      3< 
-n?Q-B4 

4  /  R—  65 
onP-B3 

^^l/R_K2 

60p_B5 
R-OBsq. 

R-K  sq.   ch 

^  ^           and  wins 

""and  wins.    3' 

PETR(  >KI-'S  DEFENCE.  133 

Potter  v.  Mason. 

1.  ( lame  I.  — 8. . .  .B — Kj  is  the  usual  move  here.     See  continuation  in  Col.  16. 

2.  (lame  i.— We  prefer  10 PxP;  for  after  u  BxP  ch.,  u  K— R  sq.      Black  would  have  the  best 

of  the  game  as  he  threatens  P — KKt3  and  will  be  able  to  defend  the  QBP  which  ought  to  give  him 
the  superiority  in  the  end  while  White's  King's  side  attack  presents  no  danger  if  well  taken  care  of. 

3.  (lame  I. — An  error  of  which  the  opponent  takes  advantage  in  a  very  ingenious  manner. 

4.  Game  i.— Sound  and  brilliant. 

5.  Game  i. — It  was  not  wise  to  effect  this  exchange  for  in  certain  eventualities  he  had  the  prospect  of 
bringing  this  B  to  KB4  or  Kt3  via  E.4,  and  at  any  rate,  the  retention  of  this  B  would  have  made 
White's  attack  more  difficult. 

6.  Game  i. — An  important  move  for  the  attack  and  one  of  great  depth  and  insight  into  the  game. 

7.  Game  I. — White's  fine  i8th  move  had  provided  against  any  attempt  at  releasing  himself  by  19. . .  .R 

— K  sq.,  at  this  juncture,  for  then  would  follow  20  RxR  ch.,  20  KtXR;  21  B-- R;  ch.,  21  K— R 
sq. ;  22  B—  Kt  dis.  ch.  and  maVes  in  two  more  moves. 

8.  Game  I. — An  exceedingly  beautiful  coup  which  wins  by  force. 

9.  Game  I. — It  was  irrelevant  what  he  did  for  he  could  not  have  saved  the  game.     If  for  instance  20 

KtXR;  21  PxKt,  21  BxKP  ch.;  22  K— R  sq.,  22  BxKt;  23  QxB  ch.,  23  K— R  sq.;  24  RX 

Kt  and  wins.     Of  course,  if  20 BxKt:  21  R— Kt3  and  wins. 

,0.      Game  I.— For  if  after  24 Q— K8  ch. ;  25  R— B  sq.,  25  QXP  ch.;  26  K— R  sq.  Black  must  give 

up  the  Q  for  Kt  and  his  game  is  then  hopeless. 


Mackenzie  v.  Hammond. 

11.  Game  2. — This  early  exchange  of  Pawns  has  the  disadvantage  that  it  gives  Black  an  open  QB  file 
and  allows  his  QKt  to  occupy  a  better  post  at  QB3  than  he  could  otherwise  obtain.  White's  QBP 
is  also  weaker  than  Black's  QP. 

Game  2. — QKt — 63  was  preferable. 

Game  2. — An  error  that  exposes  him  to  the  loss  of  a  P  and  to  an  irresistible  attack. 

Game  2. — Move  13  BxP  ch.  at  once  was  much  stronger  and  would  have  won  a  P,  for  if  13. . .  .KxB; 
14  Kt— KKts  ch.,  14  K— Kt3;  15  QxB,  15  BxP  ch.  ?  ;  16  K— Rsq.,  16  P— KB4;  17  Q— R3,  17 
Kt— Q2;  18  QXB,  18  R— R  sq.;  19  Kt— R3  and  wins. 

15.  Game  2. — Of  course  Black  ought  to  have  retreated  his  B — Q2. 

16.  Game  2. — Excellent  play.     White  holds  his  grip  on  Black's  position  with  firm  hand. 

17.  Game  2. — Overlooking  the  very  neat  finish  but  his  game  was  gone. 


Schiffers  and  Tschigorin  v.   Alapin  and  Petroffsky. 

t.      Game  3. — The  White  allies  rely  too  much  on  the  apparent  strength  of  their  I4th  move  but  as  will  be 
seen,  their  calculations  are  overreached  by  a  further  deep  combination  of  their  opponents. 

>.      Game  3.— The  only  correct  move.     If  15  B— 62,  15  BxKt;  16  PxB,  16  KtXP;  17  Q— Q  sq.,  17 
KtxB  and  wins  (Dufresne). 

D.     Game  3.— 15 Q— Q2;  16  B— 62,  16  BxKt;  17  PxB,  17  KtxP;  18  Q— Q  sq.,  and  Black  dare 

not  capture  either  Kt  or  B.  (Dufresne). 

i  21.      Game  3.--Of  course  if  QXB  the  reply  B — Q5  wins.     The  rest  is  easy. 

(Continued  on  page 


134 


PETROFF'S  DEFENCE. 


GAME  No.   I. 

Move  21.     R — K3. 

BLACK — MASON. 


GAME  No.  2. 

Move  17.     RxP. 

BLACK — HAMMOND. 


I 


WHITE — POTTER. 


WHITE— MACKENZIE. 


GAME  No.  3. 

Move  14 P— KB4. 

BLACK — ALAPIN    AND  PETROFFSKY. 


GAME   No.  4. 

Move  26.     R— Q7. 

BLACK— LIGHTEN  HEIN. 


I 


A;  i* 


li 


WHITE — SCHIFFERS  AND  TSCHIGORIN. 


WHITE— MORPHY. 


1'KTkoKF-S   DI-FKNCE.  135 

(Continued from  page  fjjj 

Morphy  v.  Lichtenhein. 

Game  4.— A  favorite  countersacrifice  and  invention  of  Mr.  Lichtenhein,  but  certainly  inferior  to  Kt 
XKt. 

Game  4. — Not  good  on  general  principles. 

( ..urn-  4. — Quite  justifiable,  as  White  is  not  in  need  of  castling  on  the  King's  side  and  may  safely 
prepare  an  attack  on  that  wing. 

Game  4. — This  is  quite  as  compromising  as  unnecessary.  This  very  P  furnishes  a  mark  for  the  hostile 
attack. 

Game  4. — We  consider  10  P— KKt4  at  once  stronger.     A  likely  continuation  was  :  10 Kt — R2 

(if  10 Kt— QR4;  11  P— KtS,  11  PxP;  12  KtxP  with  a  strong  attack);  n  P— Kt5,  u  PxP  (this 

is  best  now,  for  White  would  otherwise  advance  P— Kt6);  12  KR— Kt  sq.,  12  B— K2;  13  Kt— Q5 
with  an  excellent  game. 

Game  4. — Well  played.  After  getting  rid  of  the  adverse  KB,  he  can  guard  himself  against  the  break- 
ing in  of  the  adversary  on  the  King's  side. 

Game  4. — It  would  have  been  better  to  retreat  Kt — R2  at  once. 

Game  4.  — The  delay  in  advancing  P — Kt5  was  unnecessary  and  even  disadvantageous,  for  he  will 
have  forced  an  opening  on  the  KKt  file  \vhich  would  have  been  sure  to  be  more  useful  for  the  attack 
than  the  plan  adopted  anon. 

Game  4. — It  should  be  noticed  that  unless  Black  had  previously  exchanged  the  adverse  KB  or  moved 
his  King,  White  could  now  proceed  with  P — Kt6  effectively. 

Game  4.- — The  sacrifice  of  the  P  is  hazardous  and  in  fact  unsound  ;  but  it  was  very  difficult  for  the 
opponent  to  steer  clear  of  all  difficulties  afterward. 

Game  4. -r-Continued  with  ingenious  energy  and  spirit.  Obviously  if  Black  take  the  Kt  the  reply 
Kt— B6  ch.  or  P — Kt6  wins. 

Game  4. — An  error  of  judgment  which  drifts  him  into  further  difficulties.  The  right  move  which 
would  have  won  was  22 KtXP,  for  if  23  RxKt,  23  QxR;  etc.,  or  if  23  B— B6,  23  RxKt  and 

wins. 

Game  4. — Overlooking  the  adversary's  beautiful  scheme  and  its  disastrous  result  for  his  game.  B 
— 64  would  have  left  him  with  a  safe  game  and  a  P  ahead. 

Game  4. — Very  finely  played  and  absolutely  decisive. 

Game  4.— After  26 KtX?;  27  RxKt,  27  Q— 63;  28  QxP,  28  P— B6;  the  continuation  of  29  R 

XP  would  lead  to  a  draw  as  shown  by  Lowenthal.  But  White  can  win  by  force  by  29  R — 65,  for  if 
29....R— K8ch.;  30  K— Q2,  3oQxR!;3i  QXQ,  31  PXQ;  32  RX?  ch,  32  K— K  sq.;  33  KxR 
and  wins. 

Game  4. — White's  terminating  moves  are  marked  by  masterly  vigor  and  accuracy. 


136 


PETROFF'S   DEFENCE. 


P— K4 


?KKt-B3 
"KKt— B3 


Game  5. 


Game  6. 


Game  7.       Game  8. 


TUDD, 

SELLMANN  & 
WARE. 

DELMAR, 

MOEHLE    & 

GRUNDY. 


P-Q3 
KKt—  KB3 


P-Q4 


5 

«KKt-KB3  38 

nO-0 

'B 

8 


•-Q4 
B-Q3 


K2 
P— B4 


39 


PXP 


'O— O 
,Kt-B3 


B-KL__ 
lop— KR3     41 
.  nQR-B  sq. 
i"P-QR3     42 
j  jP-QR3_43 

Ug~~ 


Kt—  K2 


QB—  KB4 


44     Game  5— Cont'd. 


Kt—  K5 
-KtXKt 


30 


BXB 


QXP 


t—  Q4 


Leipziger   Schach- 
zeitung,  1860. 

ANDERSSEN 
KOLISCH. 


Q—  K2 
KKt—  KE3 

QxPch.    52 


B—  QB4 
Q-0 


'B-Kt3 
0P-B4 


Lmventhal, 


UP— B3 
gKt-B3 


10 
11 
12 
13 
14 

15 
16 

*' 


Q— K2 
B— KKt5 

P-KR3 
B— R4 

P— KKt4 
B— Kt3      53 

P-Q4 
Kt— KS 

QKt— Q2 
PXP 

KKtxP 
QKtxKKt 

PxKt 
P— KB4 

PXP 

KtxKt       54 

PXB 

Kt— B6ch.55 
K— Kt2 


Game  6— Cont'd. 

°xR 


30 


BxPch. 


u*B— B6      — 
Q9B-R7ch.48 
,K— R2  0^ 


10R— KRsq. 
B-KR^_ 

^UB-K3 


BXB 

QxBch. 
•K— Q  sq. 
,0— Kt8  ch. 


_ 

_Q  sq. 


KXB 


—  62 


Dufresnc, 


MORPHY 

(playing  8   games 

simultaneously 

blindfold)  AMATEUR 

POTIER.        KIESERITZKY. 


KtxP 


"KtxP 

.QKt-B3 

1] 


EKKt— B3   64 


"KtxP? 

4^K2 


DB-Kt3 
°B-K2 

7P-Q4 

'P—  B3 
nO-0 
0 


;Q— K2 

c°xKt 

bp^Qr 

DP-Q4 


65       P—  KB3 

P-KB4 


7 

/ 


QKt—  O2 
P-B4 


Kt— Q2 
|Kt-QB3 

'BPxKt 


Kt-Kt3 


II) 

1U 


Kt-B3 
KtxKt  ch. 


66A°PxKt 

B— Kt5  ch. 


Q—  B2 
B-KB4 


f  Q 
*• 


P—  B3 
BXP  ch. 


iflB— Q3  1UPXB 

.  0QR-K  sq.       ,  nQXBP  ch. 
lOK-Bsq.      "1^K=B2— 
uQ-Kt3  JJQXR         *i 

^P— R5        67lftQB— QKt2 
Kt— Kt6  ch.     j  rQXP 


-Kt  sq. 


•PX 


18 


PxKt 
BPxP 


15 


17 
18 


PxQPdis.ch. 
K-B2        71 

R— Ktsq. 
KR— KKt  sq. 


.K— R 


sq. 


'B— Kt5 
,R-K7 


— Q2 


"    K— Esq. 


—  K2 


34 


RXB 


CKR— K  sq. 

»Kt-Kt3  QR-KKtsq. 

,KR-Ksq.      350=1^ 

49 


25 


-Q 
-Q 


>— ^3 
5— B6 


46 


Q-B3 
P— KR4 


»Q-< 
,K— Kt2 


5O 


£lilQ_B2 

g»Q-K3        56 

9iR~KB4 

«*QR— QB  sq. 
QR— KB  sg. 
R— B2 
,Q-KKt3  57 


'    qR-B7ch.62 
00K-B3 
Q.Q-K8ch_ 
04K-B4 


"^K— Esq. 
9    R-E7ch. 

««K— Ktsq. 


20 
21 


QXQBP  ch. 
K— B  sq.    72 

Q— Q8  ch. 
K— B2 

Q— B6  ch. 
K— K  sq. 

B— Kt2  D  73- 

QXP 

R — K  sq.  ch. 


K--Rsq. 


'P— KKt4  47  nnQ— R7  ch-  D 
_"OKxQ         [51 
nnR— R  sq-  ch- 

0  "and  mates  next 

move. 


OQV— 

"°R— 65  D58 
9-Kt— R7ch.59 
"IK— Ksq.  6O 
9qQ-KKt7_ 


UUR— KRs 
npR— QBsq.ch. 

nyP-QiUch. 


23 
24 


KtxP    D68onK-Q2 


R—  K7ch. 
K-Qsg. 

Kt—  Kt3    69  "    R—  KB7  dis.ch. 
-Q$^  andwins  0  CK—  K  sq. 


9j| 
"  ^ 


R-QKtsg.  ch. 

K-R6 
White  mates  in 

~8~inoves.  63 


PETROFF'S  DEFENCE.  137 

Judd,  Sellmann  and  Ware  v.  Delmar  Moehle  and  Grundy. 

38.  (  lame  5. — Not  a  good  move  for  they  obtain  a  position  quite  identical  with  one  arising  in  the  French 
defence  excepting  that  they  are  a  move  behind. 

39.  Game  5. — The  routine  play  in  this  opening,  but  inadvisable  in  the  present  situation,  Kt — K5  was  far 
superior. 

40.  Game  5.  —We  prefer  QKt— Q2  followed  by  Kt— Kt3  and  P— QB3  with  the  ultimate  object  of  fixing 
one  of  their  pieces  at  0.4. 

41.  Game  5. — Quite  useless.     They  had  nought  to  fear  from  the  adverse  B  and  could  have  played  12 

B— Q3  ;  whereupon  if  13  QB— KKt5,  13  BxKt ;  14  BxB,  14  KtxP  and  obviously  White  dare 

not  retake  on  pain  of  losing  the  Q  by  BxP  ch.,  and  if  15  BxP,  15  R— Kt  sq.,  still  remaining  with 
a  P  ahead. 

42. — Game  5. — Also  loss  of  time  as  White  could  not  well  play  Kt — QKt5  without  subjecting  himself  to 
the  fixture  of  the  adverse  Kt  in  the  centre  at  Q4. 

43.  Game  5.— All  contrary  to  our  principles  as  explained  in  our  introduction. 

44.  Game  5. — Rather  a  bold   advance  which  makes  the  KtP  a  mark  of  attack  from  the  hostile  KBP. 

45.  Game  5. — Waste  of  time  all  the  more  as  20. . .  .P — KB4  was  clearly  much  stronger,  in  which  case 
if  21  P— Kt5,  21  PXP  ;  22  PXP,  22  P— 65  +  ,  for  if  23  BxP,  23  RXB  ;  24  RxR,  24  QxP  ch., 
and   unless  White  played  21  P — Kt5  Black  was  bound  to  obtain  some  advantage  by  opening  the 
KB  file  or  by  Q— RS  to  follow. 

46.  Game  5.— Clearly  if  Kt— Kt6  Black  answers  Q— 63  and  White  dare  not  capture  the  R. 

47.  Game  5. — An  illjudged  counter  attack  which  ends  in  their  own  discomfiture.     Better  was  26. . .  .P — 

KKt3  ;   for  White  could  not  well  advance  27  P — Kt5   in  reply,   on  account  of  Black  exchanging 
Pawns  followed  by  Q — R  sq.  ch.  or  Q — B6  accordingly. 

48.  Game  5. — An  excellent  resource  which  not  alone  releases  White's  game  from  the  pressure  of  hostile 
pieces  btrt  transfers  the  attack  completely  into  their  own  hands. 

49.  Game  5. — At  last  the  B  which  has  been  threatened  to  be  taken  off  by  R  or  Q  for  the  last  two  moves 
is  safely  fixed  and  Black's  King  is  accordingly  imprisoned. 

50.  Game  5. — This  helps  the  opponents  but  there  was  no  help  for  themselves.     If  36 Q — Ky  ch.;  37 

R-Kt2,  37  QxQ  ;  38  RXQ,  38  Kt— <?4  ;  39  R— R3,  39  KtXB  ;  40  PxKt  dis.  ch.  and  mates  next 

•  move. 

51.  Game  5. — A  very  pretty  termination. 


Anderssen  v.  Kolisch. 

52.  Game  6. — Compare  our  columns  20  and  21. 

53.  Game  6.— 12  KtxP  would  have  been  unsound  on  account  12 PxKt;  13  BxP,  13  Q— K3;  14  R 

— Q3,  I4BXP+. 

54.  Game  6.— Necessary,  for  if  17  BxP,  17  KtxKt;  18  BxKt,  18  QxB  and  wins. 

55.  Game  6.— 18  KtxR  would  not  have  been  good  on  account  of  18. . .  .Q — R5;  19  PxP!,  19  BxP  ch;. 
20  R— B2,  20  s>— 63,  etc. 

56.  Game  6.— White  could  have  won  at  least  one  P  by  QxB  followed  by  KtXQP  dis.  ch.,  but  on  account 
of  the  Bishops  of  opposite  color  the  game  was  likely  to  end  in  a  draw  after  that. 

57.  Gama  6. — A  very  strong  move. 

58.  Game  6.— Probably  his  best.     If  26 K— K2;  27  Q— Kt7,  27  R— KB  sq.;  28  BxP,  28  BxB;  29 

Kt— Kt8  ch.,  and  wins. 

59.  Game  6. — Very  fine  play. 

60.  Game  6.— Of  course  if  RxKt  White  could  win  the  Q  by  RxP  ch. 

61.  Game  6.— Best.     Perhaps  the  simplest  plan  would  have  been  Q — R8  ch.  followed  by 

(Continued  on  page 


•j* 


PETROFF'S  DEFENCE. 


GAME  No.  5. 

Move  3$.     Q— R;  ch. 

BLACK — DELMAR,  MOEHLE   AND   GRUNDY. 


m  4  H 


GAME  No.  6. 

Move  26 R— 65. 

BLACK — KOLISCH. 


Mlf 


88^  * 

•  if 


WHITE — JUDD,  SELLMANN    AND   WARE. 


WHITE— ANDERSSEN. 


GAME  No.  7. 

Move  23.     KtXP. 

BLACK — POTIER. 


^  is.      i/m>/'\* 


L-  -  _ 
-  *  « - 


WHITE — MORPHY . 
(Playing  8  games  blindfold) 


GAME  No.  8. 

Move  21 B — Kt2. 

BLACK— KIESERITZKY. 


WHITE— AMATEUR. 


PETROFF'S    DEFENCE.  139 

(Continued  from  page  137 .) 

62      Game  6.— 33  Q— Kt;  ch.  is  deceptive,  as  White  gains  nothing  after  33 Q— Q2;  and  if  34  R— By?; 

35  R — Kt5  dis.  ch.,  and  wins. 

63.  Game  6.— Thus:  39  R— KB3  ch.,  39  KxP;  40  Q— K.2  ch.,  40  KxR;  41  R— Kt3  ch.,  41  K— B8;  42 
Q-K  sq.  ch.,  42  K-By;  43  Q-QKt  sq.  ch.,  43  K-Q7;  44R— Q3  ch.,44K-K7;  45Q-Q  sq.  ch., 
45  K— 67;  46  R— 63  mute. 


Morphy  v.   Potier. 

64.  ( ianu-  7.     This  move  equalizes  the  game,  but  as  shown  in  Col.  28  Black  may  maintain  the  P  by  4 

.  . .  .  KtXKt  with  a  safe  game. 

65.  Game  7. — P — 63  followed  by  B — Q3  is  much  superior. 

66      Game  7. — A  weak  move.     Black  is  losing  too  much  time,  and  his  King's  side  is  also  compromised 
by  this  advance. 

67.     Game  7. — Black  drops  into  the  ingenious  trap  laid  by  the  opponent.      K— Kt  sq.  was  now  indis- 
pensable. 

t58.     Game  7. — Highly  ingenious  and,  considering  that  White  was  playing  this  blindfolded  along  with  seven 
other  games,  the  combination  initiated  by  this  move  belongs  to  the  finest  pieces  of  Chess  Strategy. 

69.     Game  7.— Obviously,  if  KKtXB  White  mates  on  the  move  by  RxKtP  ch.,  and  if  24 QKtxB;  25 

RXKt  dis.  ch.,  25  Kt— B2;  26  RxKt,  and  wins. 


Amateur  v.  Kieseritzky. 

70.  Game  8.-— Compare  up  to  this  juncture  Table  6,  Col.  19.     The  right  move  is  here  14  Q — Q5  ch. 

71.  Game  8.— Best.     If  16  K— Q2,  16  R— Kt  sq.;  17  QxP,  17  RXP  ch.;  18  K— 63,  18  B— KS;  19  B— 
Q2,  19  Q — 62  ch.,  with  a  winning  attack. 

72.  Game  8.— If  19  K— K  sq.,  19  Q— K$  ch. ;  20  K— Q  sq.,  20  B— K2;  21  B— Q2  (or  21  R— K  sq.,  21  Q 
— B6  ch. ;  22  R— K2,  22  P— Q6,  and  wins),  21 Q— B6  ch. ;  22  K— K  sq  ,  22  R— K  sq.,  and  wins 

73.  '  Game  8.— Black's  attack  is  excellently  conducted. 


PHILIDOR'S  DEFENCE. 


The  move  2. .  .  .P — Q3,  in  the  KKt  opening,  is  already  noticed  in  the  Gottingen 
M.  S.  and  by  Italian  authorities.  The  defence  thereby  initiated  is  now  known  as 
Philidor's  Defence,  bearing  its  name  after  the  great  French  master  who  first  gave  it  an 
extensive  analysis.  Philidor  chiefly  rested  his  defence  on  the  counterattack  by  3.  ...  P — K 
B4  in  reply  to  3  P — Q4.  More  modern  researches  have,  however,  proved  this  move 
absolutely  unsound.  Philidor  probably  based  his  preference  of  2.  ...  P — Q3  on  the 
idea  that  the  Knight  ought  not  to  obstruct  any  Pawn  in  the  early  part  of  the  game. 
Modern  experience  has  proved  quite  the  contrary,  and  both  the  KKt  opening,  as  well  as 
the  QKt  opening  are  now  recognized  as  belonging  to  the  strongest  initiatory  moves  for 
the  attack  on  the  second  move,  albeit  in  each  case  a  Pawn  is  obstructed  by  the  develop- 
ment of  the  respective  Knights. 

In  our  opinion,  not  alone  the  continuation  4.  .  .  .P — KB4  on  which  Philidor  chiefly 
based  his  defence,  but  the  whole  opening  is  more  disadvantageous  for  the  second  player 
than  the  regular  2.  .  .  .QKt — 63.  For  the  attack,  however,  we  find  that  after  3  P — Q4, 
3  PXP;  the  continuation  4  KtXP  is  much  stronger  than  4  QXP,  which  used  to  be  in- 
variably favored  by  old  masters. 

In  all  the  variations  arising  from  the  last-named  move,  it  seems  to  us  that  White  can 
only  equalize  the  game,  and  if  he  tries  to  force  the  attack,  he  even  gets  the  worst  of  it. 
This  is  chiefly  due  to  the  circumstance  that  he  has  to  exchange  a  B  for  a  Kt  very  early, 
and  the  power  of  the  two  combined  Bishops  is  quite  strong  enough  to  keep  at  least  the 
balance  for  Black.  On  the  other  hand,  4  KtX?  is,  on  principle,  the  natural  move,  for 
it  frees  White's  KBP  for  an  ultimate  attacking  advance,  and  White's  KKt  in  the  center 
cannot  easily  be  got  rid  of,  as  it  obviously  weakens  Black's  QP  to  advance  P — QB4.  In 
our  own  practice  we  have  favored  3  B — B4  for  the  attack,  which  the  author  introduced 
in  1865,  in  the  Dublin  Tournament  against  the  Rev.  G.  A.  MacDonnell.  It  may  pro- 
duce a  slow  game,  like  the  Giuoco  Piano,  but  Black  will  labor  under  the  disadvantage 
of  not  beinj;  able  to  make  good  use  of  either  of  his  Bishops,  for  his  KB  evidently 
remains  blocked;  and  as  regards  the  QB,  it  appears  to  us  equally  unfavorable  for  the 
second  player  to  attempt  its  exchange  for  the  adverse  KKt  by  B — KKt$,  as  to  oppose 
White's  KB  at  K3.  In  the  latter  case  Black  will  be  saddled  with  a  bad  doubled  Pawn 
in  the  centre,  which  also  hampers  his  advancing  his  QP,  as  thereby  both  his  King's 
Pawns  are  left  isolated  if  White  does  not  exchange  Pawns. 

The  first  table  is  devoted  to  the  attack  3  B — B4,  which  we  hold  to  be  at  least  as 
good  as  3  P — Q4.  In  Col.  i  we  illustrate  the  mode  of  procedure  against  the  defence  3 
.  .  .  .B — K2,  and  we  differ  from  authorities  who  recommend  4  P — Q4.  Our  substitution 
of  4  P — 63  seems  to  us  preferable  on  the  ground  that  it  gives  White  the  option  of  form- 
ing a  centre  by  the  advance  of  P — Q4,  or  else  of  supporting  his  loose  KP  by  P — Q3. 

In  the  next  column  we  give  a  variation  that  is  likely  to  be  played  for  the  defence, 
though  we  have  not  seen  it  mentioned,  and  the  point  of  the  line  of  play  indicated  is 
somewhat  instructive  for  beginners,  inasmuch  as  it  shows  that  White  obtains  much  the 
superiority,  though  he  has  to  move  his  King  early  in  the  game. 

In  Col.  3  we  present  some  modifications  of  the  lines  of  play  on  each  side  which  were 
hitherto  considered  the  best,  and  the  steady  sort  of  development  which  we  afterward 


PHILIDOR  S  DEFENCE.  ,4, 

favor  for  the  first  player,  seems  to  us  to  yield  a  slow  but  sure  advantage,  especially  under 
the  circumstances  that  Black  cannot  get  rid  of  his  doubled  center  Pawn. 

In  Col.  4  we  propose  our  amendment  on  one  of  the  established  lines  of  play  on 
White's  sixth  move;  the  complications  and  the  tactical  surprises  that  arise  from  our 
alteration  will,  we  believe,  afford  good  instruction  for  the  student. 

The  next  column  shows  in  what  manner  the6thmovehitherto  recommended  can  be 
met,  and  by  a  mere  alteration  of  Black's  next  reply,  for  which  6.  .  .  .Q — 83  used  to  be 
recommended,  we  think  we  prove  in  conjunction  with  the  subsequent  demonstration 
that  the  variation  ought  to  end  in  favor  of  the  defence. 

The  main  play  of  the  last  column  of  the  Table  is  already  given  by  Allgaier,  and  we 
have  only  suggested  some  slight  tactical  improvement  at  the  end  where  a  mating  posi- 
tion is  pointed  out  that  has  hitherto  been  overlooked. 

In  Cols.  7  and  8  of  the  second  Table  we  have  to  reverse  the  judgment  that  seems 
to  have  been  accepted  by  most  authorities,  for  we  approve  of  9  KtXR  which,  we  be- 
lieve, has  been  condemned  on  fallacious  grounds;  whereas,  we  discard  9  KtXB,  which 
hitherto  was  considered  best.  In  Col.  9,  however,  the  advantage  accruing  to  White  by 
best  play  on  the  other  side  (though  no  doubt  the  best  defence  is  far  from  obvious  in 
minor  variations  pointed  out)  is  so  small  that  on  account  of  this  variation  alone  we 
would  recommend  the  move  4  P — Q3  in  preference  to  4  P — Q4  as  the  safer  course. 

In  Col.  10  positions  are  equalized  in  consequence  of  our  proposition  6.  .  .  .Kt 
— Kt  sq.,  in  lieu  of  6. . .  .Kt — K2  hitherto  authorized.  In  fact,  owing  to  the  far  advanced 
QP,  we  would  very  slightly  prefer  Black's  game  for  reasons  indicated  in  our  introduc- 
tion. But  the  difference  is  so  imperceptible  in  the  present  position,  owing  to  the  unde- 
veloped state  of  Black's  king's  side,  that  we  did  not  feel  justified  in  marking  the  position 
notably  in  favor  of  the  defence. 

Col.  1 1  is  given  as  an  example  of  a  feasible  line  of  play  that  might  be  adopted  -for 
the  defence  by  inexperienced  players,  and  it  is  shown  how  to  take  advantage  of  Black's 
defective  tactics  in  a  speedy  manner. 

In  Col.  1 2  we  quite  agree  with  the  conclusions  of  the  authorities  that  the  initiatory 
•  move  of  the  variation  ought  to  end  in  White's  favor,  but  we  introduce  some  varieties  in 
the  demonstrations  which  lead  to  very  interesting  complications. 

Table  III  presents  the  old  attack  by  3  P — Q4  and  4  QXP.  The  line  of  play  adopted 
by  Harrwitz  against  Morphy  on  the  yth  move  is  the  key  to  the  defence,  and  we  show  in 
CoL  13  that  Black  obtains  an  advantage  in  position  if  White  pursue  the  plan  of  exchang- 
ing Knights  and  Queens. 

Col.  14  is  an  ingenious  idea  of  Herr  Hamppe,  the  author  of  the  Vienna  opening. 
It  has  not  been  noticed  in  the  books  yet,  but  it  is,  nevertheless,  so  strong  for  the  defence 
as  to  be  in  itself  an  undeniable  answer  to  the  old  attack  by  7  QB — Kt5. 

In  Col.  1 5  we  prefer  the  retreat  of  8  B — K3  in  accordance  with  one  of  our  maxims 
laid  down  in  our  introduction,  namely,  that  the  B  should,  if  possible,  be  posted  in  the 
centre  and  keep  command  of  both  wings,  and  we  think  the  position  arising  from  our 
suggestion  shows  greater  advantage  on  its  surface  for  White  than  the  variations  springing 
from  8  B — R4,  which  used  to  be  the  fashion  twenty  years  ago. 

In  Col.  1 6  we  notice  the  defence  4.  .  .  .B — K3,  and  again  we  base  new  demonstra- 
tions on  the  reserved  attack  8  B — K3  in  preference  to  the  old  book  move  8  B — R.4,  and 
we  believe  the  logical  sequence  will  show  that  the  B  comes  in  more  handy  for  the  attack 
at  the  post  we  select. 

Col.  1 7  is  a  variation  which,  in  our  opinion,  leads  to  an  even  game,    though 


has  the  advantage  of  his  two  Bishops  that  in  most  lines  of  play  in  this  opening  gives  the 
defence  the  preferable  position.     The  point  is  that  White,  having  again  posted  his  QB — 

< 


142 


PIIILIDOR'S  DEFENCE. 


K3  instead  of  K — Kt5,  does  not  afford  opportunities  for  the  defence  to  gain  time  by 
withdrawing  his  Kt  and  offering  an  exchange. 

Col.  1 8  treats  an  attack  that  sometimes  has  been  favored  by  old  masters  like  Lowen- 
thal,  for  instance,  but  has  been  somewhat  underrated  in  theory,  for  we  consider,  it  any- 
how, stronger  than  the  old  line  of  play,  4  QXP.  The  column  is  quoted  from  the  Lip- 
schutz  edition  of  Gossip 's  Manual. 

On  Table  IV  the  same  initiatory  line  of  play  is  further  tested  against  the  answer 
4.  ...KKt — 63,  with  a  similar  result  in  favor  of  the  first  player,  who,  though  he  does 
not  gain  any  material,  manifestly  obtains  the  superior  position. 

Col.  20  deals  with  the  famous  counterattack  which  Morphy  adopted  against  various 
players  and  produced  in  his  practice  some  of  the  finest  specimens  of  brilliancy.  Some 
will  be  found  in  our  game  department  of  this  opening,  but  though  the  initiatory  3.  .  .  .P 
— KB4  is  almost  unanimously  condemned  in  modern  analysis  opinions  differ  as  regards 
the  line  of  play  to  be  adopted  for  the  attack.  We  give  in  Col.  20  the  one  that  has  been 
held  the  strongest  by  various  authors,  but  introduce  some  modifications  on  White's  nth 
move  which  we  think  leads"  to  a  quicker  and  more  potent  result  for  White. 

Yet  we  cannot  help  showing  our  misgiving  about  the  efficiency  of  the  whole  line  of 
attack  commenced  by  White  with  4  QKt — 63,  for  we  think  that  an  apparently  slight  al- 
teration in  the  order  of  moves  as  hitherto  given  produces  an  even  game  for  the  defence. 

For  that  reason  we  altogether  give  preference  in  Col.  22,  to  4  PXQP,  for  the  attack, 
and  this  line  of  play  might  also  be  available  for  the  first  player  in  the  counter  gambit  on 
the  second  move  arising  from  i  P— K4,  i  P— K4;  2  KKt— 63,  2  P— KB4;  3  PXP,  3  P 
— Q.3)  4  P — Q4,  4  P — K5,  which,  by  transposition  of  moves,  shows  the  same  situation 
as  in  Col.  22.  The  next  column  gives  a  similar  result  in  White's  favor  against  the  most 
feasible  alteration  of  the  defence. 

In  Col.  24  we  turn  into  lines  of  play  arising  from  two  more  moves  that  actually  oc- 
curred in  Morphy's  play,  and  though  no  doubt  it  is  preferable  to  adopt  the  attack  given 
in  our  Col.  22  on  the  4th  move,  we  believe  that  even  at  that  stage  on  the  6th  move  we 
can  prove  the  advantage  for  the  first  player  in  consequence  of  a  modification  of  the  at- 
tack with  6  QKt — 63.  Other  continuations  of  this  form  of  opening  will  be  found  in 
the  Illustrative  Games. 

Table  V  deals  with  continuations  for  the  defence  with  the  result  that  by  best  play 
White  obtains  the  superiority,  but  any  indifferent  move  in  the  attack  enables  Black  to  get 
an  even  game.  But  noteworthy  is  Col.  29  in  which  Black  has  an  opportunity  of  gaining 
a  P  on  the  6th  move,  and  his  seizing  that  advantage  seems  very  feasible.  Yet  the  de- 
fence is  thereby  involved  into  great  difficulties  which,  however,  require  some  niceties  of 
play  on  White's  part  in  order  to  obtain  the  superiority  for  his  side. 


PHILIDOR'S   DEFENCE. 


143 


P-K4 


KKt-B3 


First  Continuation 
First  Defence 
Second  Defence   - 
Third  Defence 
Fourth  Defence    - 

1  _ 

Second  Continuation 
First  Defence 

Second  Defence  -     - 
Third  Defence      -     - 
Fourth  Defence 
Third  Continuation 
First  Defence 
Second  Defence 
Fourth  Continuation 
Fifth  Continuation 
Sixth  Continuation 
Seventh  Continuation 
Eighth  Continuation 


KKt—  63 


144 


PHILIDOR'S  DEFENCE. 
9KKt-B3 


,B-B4 


P— K4 


6 


5— K2 


2     3KKt— B?  SB-KI  5    3p_K 


B3 
Kt-Kts 


5    UP— KB4 


BXB_ 

4PXB 


4 


P-Q4  8 


0-0 


PXP 


Kt—  K 


t—  B3 

Q-Kt3 


4    UQ_Bsq- 
,O— O 


7 


_B  -  Kt3  17°. —B3 

'B—  Kt5  IQ—K2  ch.  'Kt— B3 

P-KR3+     3       K-Qsg.+         .Kt-Kts 


^KKt— R3  *- 

RKtxP  Ro-o?  pQ-Rs  ch. 

°Q— K2  9    °Kt— B3  12     "K-C^ 

-Q— R5  ch.          ^PXP  13    -Q— Bjch. 


K—  ( 


BXP 


K-B3 


Kt— Q  sq.     6    UQXP  ch. 
OP— KR3 


nQB-KKt5          flR-K  sg.  ch.        QXP  (K5) 
Orwp  rh          '    OK— Q2  Op— QR3 


Kt~R3 


11 


K—  R  sq  + 


.B—  K6  ch. 


Q-Kts     10  UBXB 


Q-K16 


10 


KtxB 


B— KI  ch. 


BxBch. 


12 


P— B3          11 

P_KR3+    I) 


tP— QKt4  ch.! 
~~IS 


Column  4.     Move  12  P — KR3. 
BLACK. 


16 

R— Kt  sq.  ch. 
1C=B^        17 

KtxPch.+  D 


Column  6.     Move  15  KtxP  ch. 
BLACK. 


WHITE. 


PIIIl.IDOR'S     IH.H.V    I  I45 

1.  Col.  i.— We  consider  this  quite  as  good  at  least,  as  3  P— Q4. 

2.  Col.  I. — A  move  favored  by  Ilarrwitz. 

3.  Col.  i.— White  has  a  position  similar  to  one  arising  in  the  Giuoco  Piano,  with  the  advantage  that 

I'.luck's  KB  is  confined  and  is  likely  to  remain  so.  Should  Black  now  exchange  B  against  Kt,  White 
retakes  with  the  Q  followed  soon  by  P— KKt^,  Q—  K.2,  K— Kt2,  and  P— KB4,  as  occurred  between 
the  author  and  Mr.MacDonnellin  Dublin.  Should,  however,  Black  now  answer  8. . .  .B— R4  then 
White  would  advance  P — KKt4,  followed  by  Q — K.2,  with  the  superior  game. 


4.     Col.  2.— If  6. . .  .P— KR3  ;  7  PX?+. 


:6.     Col.  3. — Or  3 B—  Kt$ ;  4 P — KR3 ;  because  he  ought  not  to  wait  until  Black  may  play  Q — 63,  and 

then  double  the  KBP  followed  by  Kt— K.2  and  Kt— Kt3,  the  weak  point  at  White's  KB4,  and  the 
latter' s  doubled  Pawn  at  least  balances  his  two  Bishops  in  such  a  position. 

6.  Col.  3.— If  8 K— K2  ;  9  KtxKP,  9  QxKt ;  10  QxP+.— (German  Handbuch.} 

7.  Col.  3. — Black  is  hampered  by  his  doubled  Pawn,  and  the  continuation  might  be  II Kt— B3  (of 

course  Black  dare  not  capture  the  Pawn  twice  on  account  of  the  ultimate  Q — R4  ch. );  12  P — 63,  12 
B— 64  ;  13  Kt— Q2,  13  O— O  ;  14  Q— B2,  followed  by  Kt— Kt3  and  B— Q2.  White  will  ultimately 
have  the  option  of  opening  the  game  after  the  preparations  either  by  P — KB4,  or  P — Q4,  or  else  by 
advancing  the  QRP,  or  he  may  play  the  waiting  game,  and  rely  on  the  better  position  of  his  Pawns 
for  the  ending. 


8.  Col.  4. — The  simplest  and  surest  plan  of  continuing  the  attack  is  we  believe  4  P — Q3,  which  gives  a 
position  similar  to  the  King's  Gambit  declined,  with  a  move  ahead  for  White  and  Black's  KB  shut  in. 

19.  Col.  4.— If  6....Q-R5;  7  Kt-Kt5,  7  PxP  !  (or  7. . .  .Kt-B3?  ;  8  P-QKt3,  8  Q-Kts  ;  9B— K2, 
and  wins);  8  QxP+-  The  German  Handbuch  gives  the  following  variations:  If  6....RxKt;  7 
Q— R5  ch.,  7  K— Q2  ;  8  Q— Kt6,  8  R— R  sq. ;  9  BxKt,  9  Q— K2  (should  the  Q  move  to  63  White 
would  exhange  Queens  and  Bishops  followed  by  PxP  with  a  P  ahead);  10  QXBP  ch.,  10  K— Qsq.; 
ii  QB— KKt5,  ii  BXQ  ;  12  BXQ  ch.,  12  BxB  ;  13  PxB+. 

10.  Col.  4.— After  9 B-K2;  loR— Ksq.,    10  BxB  ch.;  ii  QxB,  ii  QxR  ch.  (ori2 Q— Kt5  ?  ; 

13  B— Kt5  ch.,  and  mates  next  move);  12  KxQ,  12  RxKt ;  13  Q— Kt6,  White  also  wins  with  ease. 

11.  "~Col.  4.— Or  4 P— 65  ;  12  R— K  sq.,  12  P— 63  ;  13  Q— K8  ch.,  13  K— B2  ;  ^Qor  B— Q8  mate. 


Col.  5. — As  shown  in  the  German  Handbuch  White  wins  if  6 QB3  by  7  PxP,  7  BxP;  8  R— K 

sq.  ch.,  8  K— Q2;  9  B— K6  ch.,  9  BxB  ;  10  KtXB,   10   Kt— 63  ;  n  BxKt,   u  Q  or  PxB  ;  12 
Q—  Kt4,  etc. 

Col.  5. — Now,  the  resource  7  KtX?  does  not  answer  as  well  on  account  of  7 Q— R5;  8  P— KKt3. 

(or  8  Kt— Kt5,  8  KKt— Kt5;  9  KKt-B3,  9  Q— R4),  8. . .  .Q— Kt5;  9  B— K2,  9  Q— Kt3;  icKtX 
B,  10  KxKt;  and  we  prefer  Black's  game. 

Col.  6.— Or  10 P— 64;  ii  PxP  e.p.t  ii  KxP;  12  Kt— 63,  12  Q— Q3  (or  12 B— Q3;  13  B— 

Kt5  ch.,  13  PXB;  HQxQKtPch.,  I4K— 62;  15  Kt— Q5  mates);  13  B— Kt5  ch.,  I3PXB!;  HQxQ; 
KtP  ch.,  14  K— B2;  15  B— Kt6  ch.,  15  QXB;  16  Kt— Q5  ch.,  and  wins.— German  Handbuch. 

Col.  6.— If  12 KxB;  13  QxP  ch.,  13  K— Kt4;  14  P— QR4  ch.,  14  K— Kt3;  15  Q— Q4  ch.,  15  P 

— 64;  1 6  QxP  mates.     German  Handbuch. 

Col.   6.— Or  13...   Q-B3;  14  R— Kt  sq.   ch.,    14  K  moves;  15  QxBP  with  or  without  ch.,  and 
wins. 

Col.  6.— If  14 K— R4;  15  Q— Q4,  /5  Q— 63  or  Q3;  i6Kt— Kt3  ch.,  16  K— Kt$  (if  16 K— R$; 

17  BxP  double  ch.,  and  mates  next  move  either  by  Q— R4  or  P— R4);  17  P— R3  ch.,  17  KxP;  18 
R_QR  Sq.  ch.,  1 8  K— Kt4;  19  P— 63  mate. 

Col.  6.— White  wins  with  ease,  for  if  15 K— Kt3  (or  15 KXB;  16  R— Kt4  ch.,  16  KxR;  17 

Q— 63  ch.,  17  K— R5;    18  Kt— 65  mate);  16  Q— 04  ch.,  16  K— R4  (if  16 K— Kt2;  17  Kt— Bj 

ch.,  17  K— R2;  18  KtxRP  dis.  ch.,  18  KxKt;  19  BxP  ch.,  19  K— R4  ! ;  20  Q— Kt4  ch.,  20  K-Kt 


3;  21  B— B6  dis.  ch.,  21  K— R2;  22  Q  -65  ch.,  22  K— R3;  23  Q— R3  mate);    17  BxP,    17  Px 
i8Q— Kt4-ch.,  i8K— R3;  19  QXP  ch.,  19  K— R2;  20  Q— 65  ch.,  20  K—  R3;  21  Q— R3  mate. 


M6 


IP— K^ 

7 

4pXKP 

5 

6p-KKt3 


PHILIDOR'S  DEFENCE. 
?KKt-B3 


8 


P_Q4 

Q-R5  ch. 


'  KKt— B3 

gQ-Ks  ch. 
&B-K2 

QKtxR         19     QKtXB? 
UPXB  '    8QKt-Q2 

nKt-B3!     20<nQ-Kt3 
"Kt— B3 

4Q-KKt5! 


9 


gB-B4 
UP— KB4? 


10 


-OPxKP  pKt— Kts 

OQPXKP   25   &Kt-R3 

0QXQ  ch.  DP-Q5 


P-Q4 


11 


12 


29 


;  B. 


"QKt-(^Kt  sq. !     u Kt— K2  ? 

30 
7QB-Kt5  ch.       7QKt-B3    31    ?QKt-B3 

'Kt— B3  'PXP  'PXP 

nKt-B3 


B— Q3        26     UB— B4— 

O— O— O 
PXP 


nKt-Q2      27 

1  UQB— Kts 


12 


B— K3  21ilKR— Ktsq. 

0-0  *  0QXP 

Q— Q2  22  ' 

P-Q5          D , 


11- 


28 


14 


R-Qsq.+23 


t_Kts+    D 
24 


7 


P—  B3 
P-KB4 


QB— Kts  ch. 
HP— B3 


UKPXP 

fllr^KTT 

wivt — Jvt^ 


10 
11 
12 


pxp 


10 


Q-R5 


PXP  321UQ— B3 

KtxPch.          4  4°—° 
K— Q2 

Q-Q3  + 


34 


12B-B4 


14 


PXP+        35 


Column  7.     Move  I3  P— Q$. 
BLACK. 


l 


Column  8.    -Move  I3 Kt— Kt5- 

BLACK. 





WHITE. 


PHILIDOR'S    DEFENCE.  147 

Col.  7.—  White  may  also  play  9  QxB  ch.,  9  QxQ;  10  KtxQ,  10  KxKt;  II  B— K2,  n  R— Kt  sq.; 
12  P — KKt3  witn  a  F  ahead  and  a  good  game. 

Col.  7.— Not  10  B— Kt5,  10  Kt— 83;  u  Q—  Kt5,  n  QxP,  12  BxKt,  12  QxB;  13  Q— RS  ch.,  13  K 
— B  sq. ;  14  QXP,  14-8—84;  15  Q— RS,  15  K—  Kt2+,  a  variation  given  in  i\&Handbuch  in  White's 

favor.     We  may  add  that  Black  might  also  proceed  in  the  I  ith  move  of  this  variation  with   1 1 Q 

— Q4;  12  Kt— 63;  12  KB— QKt5. 

Col.  7.— Or  1 1....  QxP;  i2Kt— Kt5,  I2Q— Qsq.;  136—64+.  Or  if  n. . .  .KtXP;  I2O— O,  128 
— K3  (against  any  other  move  White  could  advantageously  play  KKt— Kt6or  QKtxKP);  13  R — Q 
sq.,  13  Q— Q2;  148— K3,  14  P— 64;  15  Kt— Kt5,  15  QxKt;  16  BxKt-f. 

Col.  7.-If  12...  .K-Q2;  13  R-Q  sq.,  13  Kt-Q4;  14  Q-H5,  14  Q-K  sq.;  15  QxP,  15  QxKt; 

i6QxQ,  i6RxQ;  i7KtxP+. 
Col.  7.— White  will  save  his  piece.     If  for  instance  14.  . .  .O — O — O;  15  Kt — 67,    15  R — Kt  sq. ;  16 

RXB,  16  RxQ;  17  RXQ,  17  R— Kt2;  18  RxB,  and  wins. 


Col.  8. — Though  White  is  a  P  ahead  he  has  not  a  good  game.     He  cannot  now  venture  on  14 
on  account  of  14 KtxB;  15  PxKt,  15  Q— RS  ch. ;  16  K— Q  sq.,  16  Q— R4  ch.,  and  wins. 


Col.  9.— If  5. . .  .BPXP;  6  Q— Qs,  6  Q— Q2;  7  QxKP  (better  than  7  P— K6,  7  Q-K2;  8  QxKP 
8  Kt— 63;  9  Q-K2,  9  Kt— QR4),  7  Q— K2  (if  7. . .  .PXP;  8  KtxP,  8  Q—  K2;  9  B— B7  ch.,  9  K— 
Q  sq.;  10  KtxKt  ch.  +  )  8  QB-KKts,  8  Kt— 63;  9  BxKt,  9  PxB;  10  P— K6,  10  Kt— R4;  11  Kt— 
63,  ii  KtxB,  12  Kt— Qs,  12  Q— Q  sq;  13  QxKt,  13  P— 63;  14  Q— KR4  sq.,  14  Q— R4  ch.;  15 Kt 
—63,  15  B— K2;  16  Kt— Q4+. 

Col.  9.— If  8 P— KR3;   9   R-Q  sq.  ch.,   9  B— Q3;   10  BxKt  ch.,    10  PxB;    11  KKt— R4, 

threatening  PxP  as  well  as  Kt  — Kt6,  followed  by  6—67. 

Col,  9.— After  10  QKtxP,  10  K— K2;  n  KR— K  sq.,  II  B— K3;  the  game  is  about  even. 

Col.  9. — White  has  a  slight  advantage.  A  seductive  but  unsound  line  of  play  presents  itself  at  this 
point,  for  White  might  apparently  gain  a  great  advantage  now  by  11  KKtxP,  n  BxR;  12  KtxKt, 
but  if  after  12. ..  .P— KR3;  13  B— R4,  13  P-KKt4;  14  B-Kt3,  14  QB— KKt$  !  ;  15  KtxB,  15  P— 
KR4  threatening  P — RS  if  White  remove  the  Kt,  Black  recovers  the  piece  and  remains  with  the  ex- 
change ahead. 


Col.  io.— After  6  KtXP,  6  Q— RS;  7  Kt— Kt$    (if    7  QB— KKtS,     7  QxKP    ch.;    8  K— B  sq., 
8  Q — Kt$— );  7  KtXP  we  slightly  prefer  Black's  position. 

Col.  io. — We  consider  this  the  only  move  for  Black  which  enables  him  to  meet  White's  attack. 

Col.  io. — Should  White  play  7  KtXP  the  reply  7. . .  .Q — RS  would  not  be  effective  on  account  of 
8  Kt-KtS,  8  PXP;  9  P— KKt3,  9  Q— KtS;  io  QxQ,  io  BxQ;  "  QKt— 63  with  the  better  game. 

But  Black  would  in  such  case  reply  7 RxKt;  8  Q— RS  ch.,  8  P— Kt3 !  (it  should  be  noted 

thatif  8.  ...K— Q2;  9  Q— Kt6,  and I  wins);  9  QxPch.,  9  R— 62;  loBxKt,    io  Q— RS,    n 
ii  QxKPch.;  12  B— K2,  12  KxB.     Even  game. 


32:     Col.  ii.— If  io BxQ;  n  PX?  dis.  ch.,  ii  Kt— 63;  12  BxKt  ch.  and  wins,  or  if  io Q— R4 

ch.;  II  Kt— 63,  II  QXB;  12  KtxQ;  12  BxQ;  13  KtxQP  ch.,  13  K— Q  sq.;  14  Kt— K6  mate. 


33.  Col.  12.— The  Hattdbuch  gives  here  the  following  continuation  8. . .  .QBPxP;  9  PXQP,  9  P— KS; 
io  B— Kt$  cll*>  io  B-Q2;  ii  Kt— K6,  ii  Q— Kt3?;  12  Kt— R4,  12  Q— R4  ch.  (of  course  if  QxB 
Black  wins  at  once  by  Kt— 67  ch.,  but  as  will  be  seen  Black's  Q  has  no  escape);  13  B— Q2  +  . 

14.  Col.  12,— If  ii ...  .Q-Q5  ch.;  12  K— R  sq  ,  12  QxB;  13  KKtxRP   and  wins. 

15.  Col.  12.— For  evidently  Black  cannot  retake  the  P  by  14 PX?  on  account  of  15  Kt— 67  15  KtX 

Kt;  16  BxKt  ch.  winning  easily. 


148 


.P-K4 
IP— K4 


PHILIDOR'S   DEFENCE. 
QKKt-B3 


13 

QXP? 


14 


15 


16 


17 


18 


t—  B3  ! 
KB—  QKts 


B—  K3  ? 
B—  KKts 


t— KB3         tp— g4 
.Kt— B3       48    rPxP 


BxKt 


QKt— Q2 
QKt-B^ 


KB-QKts 


7B-Kt5  „ 

'Kt— B3!    36     'B— K2        39     '  P— B3  ?      42     '  P— B3 


7, 


.QxKtP      40 


'BXB 

43     nB-K3        45     0B-K3 


QQ-K2  ch. 
Dfi-Ka 

pKt-Kts 
'Kt— R3 

«QKt-B3 


QxB 
QxQ 


t—  K2 


QXR 


21    QKt-B3 
^Kt— Kt3 


OKt— K4 

QKt-Q4 
OQ_Q_O 


UB-K2 

n°-Q-° 
ao— o 


B-B4 


Kt—  B3 


37,nBXQ 


p~KB4 


PXP 


. .BXP 

L— KKt  sq.  *  ^K— Q 


11 


1 0'Kt— Ktf 
44..B-Kt5 


ifiQ~B4~     in( 

^Q_Bsq.—        iU 


'— B3        46 


.  9K-B  sq. 
l«O-( 


IQ-O-O+    38 


KtxB- 


QXPch. 


—  Ktsq. 


Kt-Q2 


16 


Q-B7ch.+  D 
47 


Column  14.     Move  9  QxR. 

BLACK. 


Column  1 6.     Move  1 6  Q — By  ch. 

BLACK, 


WHITE. 


WHITE. 


PllILIDOR'S    DEFENCE.  149 

Coh  13.— Played  by  Harrwitz  against  Morphy,  and  we  believe  quite  sound.  The  game  referred  to 
proceeded  8  Kt-B3,  8  B-K2;  9  O-O-O,  9  O— O;  10  KR— K  sq.,  10  P— KR3;  11  B-R4,  11  Kt 
-Ksq.;  I2BXB,  12  QxB;  13  P— K5,  13  B  <Kt;  I4PXH,  14  Q— Kt4ch.;  15  K— Kt  sq.,  15  PxP; 
16  RxP,  16  Q-Kt;. 

Col.  13.— If  loQKt— Q2,  10  KR— KKt  sq.;  u  O— O  (or  n  KKt— R4?,  u  R-Kts;  12 P—  KKt3, 
12  BXP;  12  P— KB3,  12  B— 63  +  .),  n. . .  .B— R3;  12  R— K  sq.,  12  O— O— O;  13  P— KKt3  (Black 

threatens  P— KB4,  and  if  PxP  then  KBxQKt,  etc.),  13 QR— K  sq.,  and  we  prefer  Black's 

game. 

Col.  13. — Black  will  recover  his  P  with  the  better  game.  He  threatens  now  BxKt  followed  by  R — 
Kt4;  or  else  12 B— Kt2  followed  after  exchanging  the  QKt  by  B— KS. 


Col.  14. — This  ingenious  variation  was  invented  and  generally  adopted  for  the  defence  by  Herr 
Hammppe  of  Vienna.  It  goes  to  show  that  the  old  attack  by  4  QxP  is  not  an  effective  one;  for 
no  more  than  an  even  game  can  be  expected  to  result  at  the  end  of  the  main  variation  in  which  we  be- 
lieve all  the  moves  on  each  side  are  forced  after  QxKtP.  In  fact,  as  we  propose  to  show  White 
has  the  more  difficult  game  of  the  two,  and  has  to  play  most  carefully  in  order  to  equalize  matters. 

Col.  14.— 8  BxB,  8  QXB;  gQxKtP,  9  Q— 63;  10  QxQ,  10  KtxQ.     Even  game. 

Col.  14; — Black  has  now  the  attack  whicli  may  be  neutralized  to  the  extent  of  a  draw,  but  only  by 
best  play  on  the  part  of  White.  The  game  might  proceed:  16  P—  63,  16  P— Q4;  17  K — B2,  17  B 
PXP;  18  PXP,  18  PXP;  19  Kt— 64,  19  Kt— 63.  If,  however,  17  O— O,  17  BPxP;  18  PX?,  18  P 

XP;  19  R— B7  ch.?  (or  19  Kt— 64,  19  K—  K/j;  and  we  slightly  prefer  Black),  19 K— Q3;  20  Kt 

— K2l,  20  R — K2;  21  R — B8,  21  Kt — R3  and  again  we  think  Black  has  the  better  game  on  account 
of  the  passed  Pawn  in  the  centre  which  can  be  well  supported  and  also  owing  to  the  weakness  of 
White's  QRP  which  Black  threatens  to  approach  with  his  King. 


Col.  15. — A  "hole"  is  now  created  in  Black's  centre.  We  have  already  explained  in  our  chapter  on 
the  principles  of  play  that  this  is  a  great  source  of  weakness. 

Col.  15. — We  prefer  this  on  principle  as  the  B  is  kept  in  communication  with  both  wings  and  is  less 
liable  to  attack  at  a  future  stage.  None  of  the  advantages  that  White  can  derive  from  his  position 
are  in  any  way  hindered  by  placing  the  B  at  K3,  and  evidently  White  has  more  option  of  withdraw- 
ing it  to  64  or  Q2  accordingly  or  allowing  it  to  be  exchanged  if  necessary. 

Col.  15. — ii  Kt — Q5,  II  BxKt;  12  PxB  is  also  favorable  for  the  attack,  and  White  by  proper  play 
ought  to  be  able  to  preserve  his  Kt  from  being  exchanged,  and  then  to  plant  it  ultimately  by  way  of 
Q4  to  K6  or  obtain  some  other  advantage. 


Col.  16. — Again  much  better  than  8  B — R4,  the  move  usually  recommended  here.     As  will  be  seen, 
the  B  comes  in  very  handy  for  the  attack  from  his  more  natural  post. 

Col.  16.— Or  ii Q— K2  or  — B2;  12  Kt— B6,  12  PxKt;  13  QxP,  13  K— Kt  sq.  best;  14  BxP 

ch.,  14  KxB;  15  Q— R6  ch.,  15  K— Kt  sq.;  16  B — B6,  and  mates  next  move. 

Col.  16.— Might  be  continued  16 K— RS;  17  P— QKt4,  17  Q—  Q2;  18  P— Kts  ch.,  18  QxP;  19 

QXR,  and  wins. 

Col.  17.— If  5  P— K5,  5  Q— K2l;  6  B— K3,  6  Kt— Kts;  7  PxP,  7  QXP.     Even  game. 


Col.  18. — We  not  alone  concur  with  Lowenthal's  opinion  that  this  is  a  good  move,  but  we  feel  sure 
it  is  much  stronger  than  4  QxP»  which  used  to  be  favored  by  the  best  masters  of  old. 

Col.  18. — This  move,  which  is  much  stronger  than  10. . .  .B — K5,  is  suggested  in  the  Appendix  to 
Gossip"1  s  Manual  by  Mr.  Lipschiitz.  Black's  best  answer  is  O — O,  and  to  abandon  the  Pawn,  as 
evidently  if  10 P — QB3;  n  R— Q  sq.  gives  White  a  fine  attack. 


150 


P-K4 


—  K4 


19 


20 


PHILIDOR'S  DEFENCE. 
0KKt-B3 


21 


22 


,P-Q4 


23 


24 


,KtXP 
*KKt— BS 

QKt-QB3 
&B-K2 

RB-Q3 

DO-O 


P—  KB4? 
QKt-B3 


PXBP 


PXKP 


rQKtxP 
0P_Q4? 

nKKtxP 


5v 
0    vv       Q— K2 

,KB— QKt5          nKKt — Q2 


5 


Kt—  Kts 


KKt-B3 

P— KKt4 

~~61 


7 


0-0 


Q  -R5  ch.          «KtX? 


7£ 


'Kt— B3 


P-(,)4         51     '  P^Kt3 

5  «KtxP  pB— Kt5 

hCts  "KKt— B3   52    °B— K2 


"QKt-QB3  57 

7P-Q5        58    -QxPch 

IKt C^e  /( 


,QKt-B3   64 
JP— 63        6S 

.P— K6        66 


P-KB4 


P—  QB4 
Kt-B5 


12 


Kt—  Q 
Q-B4 


Q—  K2 
B-Q3 


KKtxKP 


nQ-K5  ch. 
«K-B2 


0-0 


O—  0 


UQ— K4  °QXQ  ch 

«KKt-KB3  59    "KKt— KB3 


BXP 


67 


'K— Kt2  AUPXB 

Kt— R4  D  53  ,  .  BxKt— 

.R__Oo  11 


QKtxBP 


—  63 


.  nQ— RS  ch. 

lOK-Q2 

t . O— O— O 


A  nQ— Kt5  ch- 
IflK— B  sq. 

,  QQ— R6  ch. 
"K-Ksq. 

,  .Kt— Kt6 


PXB—     se11?— QR3 

izr-B4 


15 


12 


—  13 


B— K2        62 

QKt— Q2 ! 
O— O 

Kt— B  sq.!  + 
~~63 


'K— B  sq. 

,KR— K  sq.  + 
D68 


KtxQ 


15 


KtxP  + 


Column  20.     Move  n  Kt — R4. 

BLACK. 


Column  24.     Move  13  KR — K  sq. 

BLACK. 


WHITE. 


1'IIIUDOR'S    DEFENCE. 


Col.  i9.-If7....Kt-Ksq.;8P-KB4+.     7. . .  .P  -QB4;  8  KKt-K2  leaves  the  QP  weak. 


Col.  20.— Or  8. . .  .PxKt;  9  QxR,  9  B— K$,  9  Q— KS  +  . 

Col.  20.— ii  KtxR,  ii  KxKt;  12  QB— KKt5,  12  B— Kt2;  13  BxKt,  13  BxB;  14  QxKP  is  aUo 
very  good.  This  is  given  by  Zukertort,  who  first  analyzed  this  attack  from  White's  5th  move, 
which  was  first  adopted  by  Bird  against  Morphy. 

Col.  20 Continued:  15 B— B  sq.;  16  QB— Kt5,  16  Kt— Q2;  17  B— K6+  . 


Col.  21. — The  chief  point  for  the  defence  is  to  attack  the  Queen  before  White  has  played  QB— KKt 

5.     If,  for  instance,  5 PxP;  6  KtX?,  6  KKt-B3?  (even  now  6 QKt— 63  produces  the  same 

position  as  in  our  main  line  of  play  by  a  transposition  of  moves);  7  QB — KKt5,  7  B — K2;  White 

has  gained  time,  for  8  KB— QB4,  8  QKt— B3;  9  Q— K/j  with  a  strong  attack,  for  after  9 K— B 

sq.!;  10  BxKt,  ioBxB;  n  O— O— Q  White  has  evidently  the  superior  game. 

Col.  21. — The  game  is  even,  for  White  cannot  win  the  BP  e.  g.,  13  Q— 64  ch.,  13  P— Q4;  14  QXB 
P,  14  PxKt;  15  QXR,  15  PxKt,  etc.+ .  The  two  Pawns  majority  which  White  has  are  separated 
on  two  wings  and  are  more  than  counterbalanced  by  Black's  powerful  two  Bishops  for  a  Rook. 


57 .  Col .  22  .—If  6 ....  KKt— 63 ;  7  P— KKt4  followed  by  B— KKt2 . 

58.  Col.  22.— Not  7  Q — R5  ch.,  7  Q — B2  recovering  the  P. 

59.  Col.  22.— 9 P— K6;  10  PX?,  10  QxP  ch.;    ii   K— Q  sq.  threatening  KKt— 63,  would  be  worse 

still  for  Black. 

60.  Col.  22. — We  see  nothing  better.     If  n . . .  .QxP;   12  B — 64  wins  the  Q,  which  cannot  remove-  on 
account  of  B — 67  mate . 


61 .  Col .  23 .  -Or  6 ....  Q— K2 ;  7  KKt  -Q2  followed  by  B— Kt2 . 

62 .  Col.  23.— If  ii P— Q4;  12  QKt— Q2!  followed  mostly  by  Kt— KB  sq.  and  Kt— Kt3+ . 

63.  Col.  23. — The  extra  Pawn  will  be  well  supported  by  Kt — KKt3,  and  White's  position  is  altogether 
the  better  one. 


Col.  24. — 6  P — R6,  6  KKt — R3;  7  QKt — 63  leads  to  the  same  position  by  a  transposition  of  moves. 

Col.  24.— Or  6....KB-QKts;  7  P— K6,  7  P— Q5  (if  7. . .  .KKt— RS;  8  Q— R$  ch.  +  );  8  Kt— 67; 
8Q-B3;9P-QR3+. 

Col.  24.— 8  QKtxKP,  8  PxKt;  9  QxQ  ch.,  9  KxQ;  10  Kt— 67  ch.,  10  K— K2l;  ii  KtXR  is  also 
good  play,  as  White,  after  developing  his  QB  and  O— O — O,  would  win  the  KP  by  R— K  sq. 

Col.  24.— For  result  of  8 PxKt  see  illustrative  games 

Col.  24.— Black  evidently  cannot  capture  either  piece  on  account  of  the  reply  accordingly  RxP  or. 
Q— K5  and  if  13 Kt— Q2  White  may  either  proceed  with  KtxP  or  B^-Kts,. 


. 


'52 


PHILIDOR'S  DEFENCE. 


25 


P-K4 


P— K4 


26 


27 


KKt-B3 

Q 


28 


29 


30 


'B— Kt5? 
,PXP 


B-B4 


KKt—  B3   76 
77 


tBxKt 
rPXB 

OPXP 

nQXQ  ch. 

°KXQ 

P-KB4_ 
'P— KB3 

QR— KKt  sq. 
"P— KKt3 

SPXP 

Kt— 63  +  69 


68    r°-°_ 

"  OB~KT 


B-K3 


70 
71 


5" — -"-i: 
B— Q2 

nBXKt 


-KtxP 
OB—  K2 


Kt-B3 
'Kt— B3 


'O— O— 


10 


°Kt— B3  °PxB 

Kt-B3      72     nE-K 

IB— K2 

nO— O— O 


74     "KtxP? 
r,BxB 


'O— O 
,Kt— K  sq. 


'Q-Ktsq.D75     '< 

nO-Q  Q°-° 

°Q-Kt3 


QKt-B3   79 
'KtxP 


nQ~B3 
OKt— K4  "P— KR3 

P-B3        73  1f]B-R4- 

1U  1UR_R2_ 


"Kt— B4 

q— 

OB— 


8O 


R— K  sq. 
B— K3 

(P-KB4 


QBXQ_ 
"KtxQ 


10 


QBXP 


BXP 


1  oQKt-B3+  78  1  pKt-Kts 
A"  Dl"KtxBch. 

,  nPxKt- 


Col.  28.     Move  7 Q— Kt  sq. 

BLACK. 


m 


Col.  29.     Move  12  QKt— 63. 

BLACK. 


i 


I'lIILIDOR'S  DEFENCE. 


Col.  25.— We  give  our  variation  as  a  specimen  of  a  simple  attack  in  the  opening  in  which  after  the 
exchange  of  Queens  the  first  player  obtains  the  advantage  with  his  two  Bishops  and  the  better  devel- 
opment. The  following  main  continuation  is  from  the  Handbuch  :  5  QXB,  5  PxP;  6  B — QB4.  6 

Q— 63  !    (if  6 KKt— 63;  7  Q— QKt3  wins  a  pawn);  7  Q— QKt3,  7  P— QKt3;  8  Kt— 63,  8  P— 

83;   9O-O,  96— Q3;  loKt— Kt5,  10  KKt— R3  (if  10 PxKt;  11  B— Q5);  n  B— Kt5,   n  Q— 

Kt3;  12  KtXB  ch.,  12  QxKt;  13  QR—  Q  sq.,  13  Q— B2;  14  R— Q8  ch.  and  wins. 

Col.  25. — White  will  gain  a  rapid  development  by  B — Kt5  ch.  followed  by  O — O — O  and  then  ac. 
cordingly  Kt— Kt5  or  — Q5  or  KB— R3  or  — QB4. 


Col.  26.— 5 P — QB4  is  dangerous  as  White  obtains  a  strong  attack  by  6  P — QB3,  6  PXP;  7  KtX 

P  followed  mostly  by  Q—  Kt3- 

Col.  26. — White  would  only  lose  time  by  delaying  the  recapture.  If  for  instance  he  lets  the  Pawn 
stand  until  after  Black  has  played  RKt — 63  the  second  player  might  well  defend  it  by  P — QB4  fol- 
lowed by  O— O. 


Col.  27. — Stronger  than  B — Q3  which  would  give  Black  exchanging  option  later  on  by  Kt — K4  or 
cause  loss  of  time.  It  also  prepares  O — O — O  while  Black  evidently  can  only  castle  on  the  opposite 
side  and  as  White's  Pawns  can  easily  be  mobilised  for  the  attack  on  the  King's  side  it  is  to  White's 
advantage  to  clear  at  once  the  Queen's  side  where  his  King  will  be  better  placed. 

Col.  27. — White  will  continue  the  attack  with  P — KKt4  followed  by  B — K2,  and  then  accordingly  he 
may  proceed  with  the  advance  of  the  KRP  or  the  development  by  Kt — Kt2  avoiding  the  exchange 
of  minor  pieces  as  Black's  game  is  hampered  by  his  own  pieces  and  exchanges  would  be  a  relief  to  him. 


.     Col.  28. — In  a  game  between  Senor  Golmayo   (White)  and  the  author,  the  same  position  arose  in  a 
Ruy  Lopez  by  a  transposition  of  moves. 

r5.     Col.  28. — Avoiding  the  hole  at  K3  which  was  left  by  the  inferior   move  7  P — KB3  adopted  by  the 
author  in  the  above  named  game. 


^ 6.  Col.  29. — Another  not  uncommon  defence  is  here  3 ....  QKt — Q2  which  however  we  believe  to  be  dis- 
advantageous. White  should  proceed  with  4  QKt — 63,  4  P — QB3 ;  5  B — K2  !  with  the  superior 
game. 

77.  Col.  29. — We  do  not  recommend  this  move  and  prefer  QKt — 63.      We  however  give  the   variation 

springing  from  the  move  in  the  text  as  it  comprises  interesting  complications. 

78.  Col.  29.— Continued  12 O— O;  13  P— 65,  13  PxP;  14  Kt— Qs,  nQ-Qsq.;  15  RxB,  15 

i6KtxKP+. 


79     Col.  30.— Or  7  P— KB3,  7  P— Q4;  8  P— KS,  8  QKt— Q2;  9  QB— 64,  9  Kt— 64;  followed  by  P— KB3 
with  the  better  game. 

SO     Col.  30.— If  8 QXB?;  9  Q— K2,  9  R— K  sq.;  10  BxKt  +. 


154 

Game  1, 

Vienna  Congress. 
1882. 

WINAWER. 
BLACKBURNE 

PHIL!  DOR'S  DEFENCE. 
P—  K4                                   nKKt—  B3                              oP~Q4 

P—  K4                                   "P—  Q3 

Game  2. 

STEINITZ 
RAINER. 

Q 

U 

Game  3. 

Salvioli. 

GOLDSMITH 
ESLING. 

i 

*** 
~~~- 

_^= 

^J 

~>*^ 
•«*^ 

KKt—  B3      1 
.QKt—  B3 

UP—  KB4 

rQXP             2 

—  •  -Kt—  Kts 

^B—  K2 
DQB-KKt5  3 

_    P-K6        17 

bO-0            4 
0-0-0 

^  °KKt     R3 
7QKt-B3 

^«B    B4         21 
^  ^QKt—  B3    22 

'QKt-B3 

'P—  B3 
pKKtxKP 

-~'Q     B3        23 
-  pB—  Kts  ch. 

DP-QR3        5 

"PXKt         18 
qQ-R5  ch. 

o~o3 

9P-QR3 

°P-KKt3 

•^nKB—  QB4  25 

10p_QKt4 
BXKt 

1"R—  Ktsq. 
QB—  KKts 

^l^P     K6,       26 
y,QKt—  K4  27 

HBXB 

*-*Q—  Q3      19 

R-Q  sq. 

JjKtXB 

l"BxKt            6 

B—  QB4        I) 

-K-Rsq. 

I3p^t3 

luKKt     O2  20 

jiBxQ  and  wins. 

—  luB—  Kt3 
-7  .QB—  KKts 

Ujct—  Kt3 

4  rP-KR4 

**Resigns. 

Game  1—  Cont'd. 

-^14o     Kt3      28 
—     RXP          29 

lOR-Ksq. 
1fiP     R5 

^iJKt    Q2 
**      QxKtch.SOD 

17Kt-Q4 

\IJ  ^ 

I'P—  Kt5         7 
1RQXP             8 

1  /  and  White 
mates  in  three 
more  moves. 

1  °R—  Ktsq. 

1QQ~R4 

—  -, 
—  1 

i 

—  -J 

iOKt—  B6         9 
Kt-Kl3     10 

20o—  K2 

71B-Q3 

fliR-Kt3 
P     B3          11 

U  U  T?        V  *• 

fiaKR—  Kt  sq. 
B     B2 

q.Q-K4        14 

91 

U  IR    KtRrh  15  1) 

flOQ-K7 

KR      B  sn 

n?KXR          16 

f)A 

0  £i  Q     Kt4  ch 

MB—  Kt4  ch. 
K      Kt  sn 

np^     Jvt  sq. 

SxB 

fcUKt—  Q;ch. 
npRxKt 

.rK—  Bsq- 

R     Q  sq 

U  0  P       T?  A 

U  /  T?  vTCt           1  2 

l\.p\JVt               JL^u 

nnBXR 

noR—  ^2 

OOp    RS 

9flB-B2          13 

And  after  some 
moves  White  re- 
signed. 

«WRXP  ch. 

Game  4. 


Lowenthal. 

BARNES 
MORPHV. 


rKt— B;       31 

>B-K33 

1P— OS 

.QB— KKts 

'Q— B4 


J_  ^  i  B— B4 

Kt— B3   33 
t— By      34 


_,  nR—  KB  sq. 


t-B3 
,P— KB3     35 


37 


38  I) 


.39 
40 


PXQ 


p-   Q7ch. 


~-01K-B  sq. 


Ksq. 


41 


PHILIDOR'S  DEFENCE.  I55 

Winawer  v.   Blackburne. 

1.      Game  i.—  A  defence  recommended  by  Janish,  but  no  more  satisfactory  than  others  in  this  opening, 
especially  if  White  reply  as  in  the  text. 

Game  I.— We  prefer  here  KtxP  which  by  transposition  of  moves  leads  to  a  position  given  in  Col.  19. 

3.  Game  i. — We  do  not  think  this  as  good  as  6  B — K3. 

4.  Game  i.— 6 P— KR3  was  a  good  move  now,  as  it  attacked  a  hostile  piece  which  had  either  to 

retreat  at  cost  of  time  or  else  to  be  exchanged  at  disadvantage  in  value. 

5.  Game  i. — Useless;  and  as  will  be  seen,  it  gets  him  into  difficulty  later  on. 

6.  Game  i.— In  allowing  the  opponent  to  fix  his  P  at  Q5  Black's  QBP  becomes  weak.  We  would  have 

preferred  R— QKt  sq. 

7.  Game  I. — This  gives  Black  a  spirited  attack,  but  we  very  much  doubt  whether  that  was  worth  a  P 

by  best  play  on  the  other  side. 

8.  Game  i . — PX?  was  vastly  superior.      It  Black  replied  P— QR4  with  the  intention  of  playing  P — QB4 

should  White  capture  that  P  all  difficulties  could  be  avoided  by  the  reply  P — Kt5  with  the  superior 
game. 

9.  Game  i. — A  beautiful  move  that  gives  Black  a  strong  attack  at  least  for  a  time. 

10.  Game  i.— Best.     If,  for  instance,  20  KtxKt,  20  BxP  ch.;  21  K— Q2l,  21  Q— 63;  22  Q— 64,  22  Q 

XKt;  23  B— K.2,  23  RxB  ch.;  24  QxR,  24  Q— B6  mate. 

11.  Game  i. — This  weak  move  greatly  compromises  his  game  which  we  "believe  might  have  turned  in 

his  favor  still  by  patient  play.  22  K — Kt  sq.  was  evidently  better,  for  Black  could  not  then  double  his 
Rooks,  as  White  would  answer  Q — K4. 

12.  Game  i. — Black  pursues  the  attack  in  excellent  style. 

13.  Game  i.— Of  course  if  PxB  Black  would  answer  QxR  ch. 

14.  Game  i. — Overlooking  the  adversary's  most  ingenious  coup,  but  he  had  no  good  move.     If  31  R — 
Q.3>  31  Q— K8  ch. ;  32  B— Q  sq.,  32  QXP;  33  B— B2,  33  Q— K8  ch. ;  coup,  34  B— Q  sq.,  34  B— KB3 
threatening  B — Kt4  ch.,  with  a  winning  attack. 

15.  Game  i.—  A  beautiful  and  elegant  stroke.     See  Diagram. 

16.  Game  i.— Clearly  if  BxR  Black  mates  by  Q— Kt;.     But  even  as  it  is  White  has  little  left  to  fight 
with,  and  Black's  Queen  wins  easily  against  the  two  pieces. 


Steinitz  v.  Rainer. 

17.  Game  2.— 6  QKt— 63  at  once  reduces  the  option  of  Black  to  6 P— QB3  or  6  KB — QKt$  and  both 

are  unfavorable  for  the  defence.     Compare  Col.  24. 

18.  Game  2.— 8 BxP  was  no  doubt  better,  but  as  shown  in  our  Col.  24,  White  also  obtains  the 

advantage  in  that  case. 

19.  Game  2.— If  II Kt— Kt5;  12  Q— 64  and  wins.     Orifn Q— Kt3;  12  O— O— O+. 

20.  Game  2.— Of  course  if  QxQ  White  mates  by  R— Q8. 


Goldsmith  v.  Esling. 

21.  Game  3. — This  hazardous   move   was  greatly  favored    by  Morphy.      The  only  correct  play  is  K 
Kt— R3. 

22.  Game  3r — We  prefer  6  KtxKP  if  only  for  its  simplicity,  as  it  gives  White  a  plain  advantage  in  a 
few  moves.     The  line  of  play  here  initiated  is  most  ingeniously  pursued  in  the  present  game  by 
White,  but  we  think  that  Black's  defence  could  be  so  much  improved  as  to  make  the  issue  uncertain. 
Compare  our  comments  on  Black's  gth  move. 

23.  Game  3.—  If  7. . .  .P— K6;  8  BxP,  8  BxB;  9  Q— RS  ch.,9P— Kt3;  loQ— 63+, for  if  10. . .  .QxKt, 
White  mates  in  two  moves. 

(Continued  on  page  /J/.) 


I56 


PIIILIDOR'S    DEFENCE. 


GAME  No.   I. 

Move  31 R— KtSch. 

BLACK — BLACKBURNE. 


GAME  No.  2. 

Move  13.     B — QB4. 

BLACK — RAINER. 


WHITE— WINAWER 


WHITE — STEINITZ. 


GAME  No.  3. 

Move  1 6.     QxKt  ch. 

BLACK— ESLING. 


GAME   No.  4. 

Move  15 BxP- 

BLACK— MORPHY. 


*•' 


•  • 


WHITE— GOLDSMITH. 


WHITE— BARNES. 


PHILIDOR'S   DEFENCE.  159 

Bird  v.  Morphy. 

42.  Game  5. — Certainly  dangerous  and  much  inferior  to  PxQP.     Compare  Columns  20  and  21. 

43.  Game  5. — White  could   have  here  instituted    Zukertort's   winning  attack  by  6  KtXP.     Compare 
Col.  20. 

44.  Game  5. — We  much  prefer  the  more  defensive  8. . .  .B — K2. 

45.  Game  5. — Much  safer  was  Q — K2  or  Kt— B3. 

46.  Game  5. — Lowenthal  justly  condemns  this  move  as  a  blunder.     The  loss  of  a  P  could  not  be  avoided 
excepting  by  giving  up  two  pieces  for  a  R,  but  the  latter  course  presented  more  prospects  of  ob- 
taining an  equivalent  in  material  with  a  good  position  s.  g.^  n  KtxKt  ch.,   II  PxKt;  12  Bxl', 
12  RXB;  13  Q  — Kt5  ch.,  13  R— Kt3;  14  KtXR,  14  P  or  QXKt;  15   t)XP  ch.  with  two  Pawns  and 
a  R  for  two  minor  pieces  and  a  good  game. 

47.  Game  5. — KtxKt  would  have  forced  the  position  that  actually  occurred,  whereas  the  play  in  the  text 
subjected  Black  to  unnecessary  complications 

48.  Game  5. — Lowenthal  suggests  here  12  KtxKtP  which  we  believe  was  his  best  course  and  might  have 

led  to  the  following  continuation  12 KxKt;  13  KtxKt,   13   BxKt;  14  KR — Kt  sq.,   14  QB — 

KB4;  15  B— R6ch.,  15  K— 63;  16  Q— Kt5  ch.,  16  K— K3;  17  BxR,  &c. 

49.  We  should  have  preferred    13 P— QB4;  for  if  14  PxP,   14  BxKt;  15  QxP  ch.,   15  Q— B2, 

threatening  QxP  ch.,  and  wins. 

50.  Game  5. — P — QB3  first  would  have  been  a  good  precautionary  measure. 

51.  Game  5.  —Black  is  a  Pawn  ahead  with  an  excellent  game,  for  in  the  long  run  the  adverse  KBP  ought 
to  fall   too.     But  the  impetuous  ingenuity  of  Morphy  who  was  merely  a  youth  during  his  brilliant 
Chess  career  apparently  could  not  resist  the  temptation  of  risking  a  brilliant  sacrifice  for  an  attack 
which  no  doubt  it  required  great  skill  and  foresight  to  repel. 

52.  Game  5. — This  seems  the  natural  move  but  White  loses  atonce  all  chance  of  victory  as  Black  can  force 

a  draw  at  least.    Much  better  was  undoubtedly  19  Q — Kt5,  for  if  19 P— K6;  20 Q—  Q8  ch.,  20  K — 

B2;  21  QxP  ch.,  21  B  -Q2;  22  B— R5  ch.  (it  is  necessary  to  get  this  B  away  from  his  present  post 

as  he  blocks  the  exit  of  the  White  K,  and  if  QxR,  White  answers  QxRB),  22 P— Kt3;  23  Q 

XB  ch.,   23  K— Kt  sq,  (if  23  .  . .  .K— B  sq. ;  24  QxB  ch.,  followed  by  B— Kt3  should  win);  24  Q— 
K6  ch.,  24K— Kt2;  25  Q— K.5  ch.,  25  K— Ktsq.;  26  QxKP  and  wins,  not  however  Q—K8ch.,  on 
accountof  26....RxQ,27PxQ,27BxPch.;  28  K— Kt  sq.,  28  R— Kt  sq.  ch.  with  at  least  a  draw 
and  good  winning  prospects.     It  is  also  obvious  that  if  19. . .  .QxKtP  ch.,  20  K — Q2,  20  B — Kt5 
ch. ;  21  K— K3,  21  Q— B6  ch. ;  22  B — Q3  and  ought  to  win. 

53.  Game  5.— Lowenthal  rightly  points  out  here  that  White  could  have  drawn  by  K — B  sq.  at  this  point. 

54.  Game  5. — Again  White  could  draw  by  K — R2  as  suggested  by  Lowenthal. 

55.  Game  5. — A  beautiful  masterstroke  which  forces  the  game  in  a  few  moves. 


Morphy  v.  Duke  of  Brunswick  and  Count  Isouard,  Consulting. 

Game  6. — As  pointed  out  in  our  analysis  this  is  not  a  good  defence. 

Game  6.— And  this  is  worse.     No  doubt  Black  has  already  a  little  the  inferior  game  but  Q— 63  or 

Q — Cj2  were  the  best  defensive  continuations. 

Game  6.  -White  is  not  satisfied  with  winning  a  P  and  the  tedious  game  that  would  have  resulted  after 

8  QXP,  8  Q — Kt5  ch.,  &c.   The  position  fully  justifies  White  to  play  for  higher  game  which  wasmore 

in  the  grand  master's  style. 

Game  6.— Just  what  White  was  playing  for.     Q— B2  was  their  best. 
Game  6. — The  first  link  in  a  chain  of  a  most  beautiful  combination. 
Game  6. — All  powerful  and  exact. 
Game  6. — A  very  fine  finish  to  a  most  elegant  game. 


Morphy  v.   Harnvitz. 

Game  7. — This  move  was  first  adopted  by  Lowenthal  against  Harrwitz,  and  Morphy  subsequently 

favored  it  for  the  attack  almost  invariably. 

Game  7.— In  another  game  between  the  same  players  Harrwitz  played  here  7 Kt— 63  which  is 

by  far  superior  to  the  move  in  the  text.     7 B— K2  is  also  much  preferable.     Compare  Table  3,  Cols. 

13,  14  and  15.     The  move  in  the  text  shuts  up  Black's  B  and  leaves  a  hole  in  his  centre. 
Game  7.— Not  as  good  as  B— K3  which  keeps  the  B  in  communication  with  botli  wings  and  besides 

gains  a  move  for  the  purpose  of  advancing  P— KB4  later  on  as  Black  cannot  attack  him  by  P— KKt4. 
Game  7.— The  Q  is  only  in  the  way  of  the  B  at  this  post.  Much  better  is  B— K2  reserving  the  re- 

treat  of  B— Q2  eventually. 

Game  7.  Very  weak.  K— R  sq.  followed  by  Kt— B2  or  vice  versa  were  by  far  better,  especially  as 
he  intended  to  enter  with  his  Kt  at  K4  later  on  and  the  way  chosen  for  his  Kt  viz. :  via  Kt5,  subjects 
him  to  attack  and  loss  of  time. 

(Continued  on  page  ibt) 


i6o 


PHILIDOR'S  DEFENCE. 


GAME  No.  5. 

Move  1 8 Q  (from  KR6)— QR6. 

BLACK— MORPHY. 


mrrm 


i 


GAME  No.  6. 

Move  i6....Q-Kt8ch. 

BLACK — DUKE  OF  BRUNSWICK  &  COUNT   ISOUARD, 
CONSULTING. 


m   M*riMBi 

•'////////,  VS///////       ,      W/W//  v///////,\ 


m 


11     B 


WHITE— BIRD. 


WHITE — MORPHY. 


GAME  No.  7. 

Move  30.     P— 65. 

BLACK— HARRWITZ. 


v^B 


ifc 


WHI  FE— MORPHY. 


GAME  No.  8. 

Move  25.     RxP  ch. 

BLACK — BAUCHER. 


WHITE — MORPHY. 
Playing  8  games  blindfold. 


PHILIDOR'S  DEFENCE.  161 

(Continued from  page  159) 

Game  7.— The  correct  move  and  much  stronger  than   13  P— K$  on  account  of  13 O — 64-  14 

P— K6,  14  KR-B  sq.;  15  KR— K  sq.,  15  BxKt;  16  PxB,  I6P-B3  +  . 

Game  7. — Weak  and  creating  another  hole  at  the  tender  point  of  KB4  where  White's  Kt  later  on 

obtains  command  of  the  position  with  his  Kt. 

Game  7. — Decidedly  bad  policy  if  only  on  the  ground  that  it  allows  the  opponent  to  fix  his  Kt  at  a  good 

post  with  gain  of  time.    The  R  is  of  no  use  on  the  Kt  file  and  White  is  quite  safe  in  allowing  it  to  be 

broken  open.     Much  better  was  Q — K  sq.  with  the  view  of  retreating  B — Q2. 

Game  7. — Showing  fine  strategical  genius.    In  spite  of  the  preparations  of  the  opponent  on  the  King's 

side,   White  proceeds  with  his  own  attack,  well  foreseeing  that  the  adversary  can  do  no  harm 

on  the  open  KKt  file. 

Game  7. — R — K  sq.  was  preferable  as  it  might  eventually  enable  him  to  advance  P — Q4. 

Game  7.— Useless,  as  Black  might  have  answered  23 Q— Q2  which  would  compel  the  Kt  to  go 

back  again  whence  he  came. 

Game  7.— An  error  of  judgment  that  costs  a  P  and  moreover  practically  cuts  off  his  Q  from  the  other 

wing  where  she  is  really  wanted. 

Game  7. — High  class  play.     This  waiting  move  secures  him  the  advantage,  whereas  after  24  KtX 

BP,  24  R— B  sq. ;  Black  evidently  recovers  the  P. 

Game  7. — Probably  a  miscalculation  but  even  after  the  only  other  alternative 24. . .  .BxKt;  25  QxB, 

25  QR— Kt  sq.  (or  25 P— Kt3 ;  26  Q— Q7,  etc.) ;  26  Q— R5  White  had  much  the  best  of  the  game. 

Game  7. — He  could  not  play  27. ..  .QxP  on  account  of  the  following  continuation  pointed  out  by 
Lowenthal:  28  RxP  ch.,  28  KxR;  29  Q— RS  ch.,  29  B— RS;  30  KtxB,  30  RXKt!  ;  31  Q— 65 
ch.,  followed  by  QXR- 

Game  7.— Certainly  superior  to  R — B2  followed  by  KR — 63. 

Game  7. — With  the  view  of  releasing  himself  by  B — Q  sq.,  which  he  could  not  attempt  at  once  as 
White  could  answer  KtX?  followed  by  QxP  ch.    But  he  overlooks  the  opponent's  ingenious  winning 
manoeuvre.      He  had  still  a  good  fight  left  for  a  draw  by  P — Kt3,  for  if  White  played  P — QKt4  ki 
reply  then  Black  could  again  retreat  B— B  sq.  and  wait  patiently  until  White's  Q  side  attack  exhausted 
itself  as  his  own  K  side  was  secure  enough. 
Game  7. — A  very  beautiful  initiation  of  a  brillianty?«0/<?. 
Game  7. — White  now  forces  the  game  with  a  few  masterstrokes. 


Morphy  v.  Baucher. 

82.  Game  8. — B — Q2  is  by  far  preferable. 

83.  Game  8. — Still  less  justifiable  than  in  the  previous  game  where  this  move  occurs  at  an  earlier  stage. 
By  a  transposition  of  moves  the  position  has  become  almost  identical  with  that  of  the  preceding 
one,  the  sole  difference  being  that  Black's  King  has  moved  into  the  corner  which  practically 
amounts  to  the  loss  of  an  additional  move.      The  R  will  not  be  of  the  slightest  use  at  B2  and  will 
have  to  be  removed  again.     Kt — B2  was  by  far  better. 

84.  Game  8. — With  some  remote  aim  at  a  King's  side  attack  by  P — KKt3,  but  certainly  not  as  solid  as 
R — K  sq.  with  the  view  of  bearing  ultimately  on  White's  weak  centre  P.      The  R  as  will  be  seen  is 
subsequently  much  in  the  way  of  Black's  King  and  the  mating  positions  which  arise  are  chiefly  due 
to  the  bad  selection  of  the  post  for  the  R  at  this  juncture. 

85.  Game  8. — A  waiting  move  of  some  utility  as  it  provides  against  any  diversion  on  the  Queen's  side  by 
P — QKt4.     But  we  believe  in  the  main  it  would  have  been  preferable  to  proceed  with  the  King's 
side  attack  at  once  by  R— 63  or  else  to  play  Kt — Q5,  followed   by  PxB  in  reply  to  BxKt,  with  the 
superior  game,  as  White  gets  rid  of  his  weak  centre  P  and  otherwise  holds  the  better  position. 

86 .  Game  8.  — Bad  for  various  reasons.     In  the  first  place  he  ought  not  to  allow  a  P  of  his  own  to  be 
placed  in  front  of  the  adverse  weak  KP  which  thus  becomes  less  accessible.      Next  the  hostile  B  at 
Kt3  prevents  the  sortie  of  the  opponent's  Rooks  on  the  King's  side  which  becomesfatal  to  him  in  a 
few  moves.     The  Kt  ought  to  have  retreated  and  would  have  been  undoubtedly  better  placed  at  Bz 
whence  he  could  challenge  the  adverse  Kt  by  Kt — Q  sq.  eventually. 

87.  Game  8. — White  though  playing  8  games  simultaneously  blindfolded  has  entirely  outgeneralled  his 
present  strong  opponent  for  his  attack  is  now  quite  irresistible. 

88.  Game  8. — No  doubt  an  error  but  there  was  really  nothing  to  be  done.     If  21. ..  .B — K  sq.,  the 
game  might  have  proceeded:  22  R— RS,  22  P— KKt3;  23  Q— Kt4,  23  PxP;  24RXP  ch.,  24  KxR; 
25  Q— R3  ch.,  25  K— Kt3;  26  PxP  ch.,  26  K— 62;  27  Q— RS  ch.,  and  mates  next  move. 

89.  Game  8.— Threatening  RxP  ch.  followed  by  Q— RS  mate. 

90.  Game  8. — Winning  a  piece  by  force  for  he  threatens  mate  by  Q  or  RxP  ch. 

91.  Game  8.— A  lovely  continuation  especially  considering  how  severely  White  is  handicapped  by  his 

performance. 

92.  Game  8.— The  mate  is  forced  after  27 P — Kt3;  by  28  R — R3  ch.,  28  K — Kt4;  29  R — Kt3  ch., 

29  K— R4;  30  Q— R7  mate. 


THE  CONTEST  BETWEEN 


MESSRS.  STEINITZ  AND  TSCHIGORIN. 


It  would  be  an  unfair  disparagement  of  the  reputation  of  our  celebrated  antagonis 
in  the  contest  treated  in  the  following  pages,  if  we  were  to  offer  any  apology  for  intro 
ducing  the  series  of  games  played  between  the  author  and  Mr.  Tschigorin  at  Havana  ii 
the  beginning  of  the  year  1889.  But  we  may  state,  that  the  games  of  the  last  champion 
ship  match  between  Messrs.  Steinitz  and  Zukertort  played  at  New  York,  St.  Louis,  an< 
New  Orleans  in  1886  were  published  shortly  after  the  conclusion  of  the  contest  in  sepa 
rate  collections  by  two  rival  German  authors  and  by  two  different  publishers.  The  au 
thor,  therefore,  felt  justified  in  entertaining  the  expectation  that  the  addition  of  the  game 
of  the  latest  contest  for  the  championship  with  our  own  analytical  comments  would  forn 
an  attractive  feature  of  this  volume,  more  especially  as  the  play  of  the  two  opponent 
represents  two  different  schools,  which  in  many  respects  are  almost  antagonistic  in  thei 
respective  styles  and  in  their  leading  views  about  the  general  conduct  of  the  game.  O 
this  subject  we  reserve  some  further  remarks,  and  proceed  to  give  a  brief  history  of  th 
inauguration  of  the  contest,  which  we  believe  will  not  be  out  of  place. 

In  the  early  part  of  1888  Mr.  Steinitz  visited  Havana,  in  consequence  of  an  invitatioi 
from  the  hospitable  Chess  Club  of  that  city  to  give  some  Chess  exhibitions  and  to  pla; 
matches  and  off-hand  games  against  the  Cuban  Champion,  Judge  Golmayo;  the  Mexi 
can  Champion,  Senor  Vazquez,  Consul  General  of  Mexico;  Senores  Carvajal,  Portce  am 
other  prominent  players.  The  members  of  the  Havana  Chess  Club,  who  are  most  enthu 
siastic  and  liberal  patrons  of  the  game,  made  on  this  occasion  the  offer  to  Mr.  Steinitz  t 
provide  the  stakes  and  to  defray  all  the  expenses  of  a  match  for  the  championship  of  th 
world  to  be  held  under  the  auspices  of  that  society  against  any  opponent  whom  the  vis 
itor  would  accept.  Mr.  Steinitz  accepted  the  handsome  offer  on  condition  that  the  con 
test  should  consist  of  a  limited  number  of  games,  as  he  could  not  be  sure  whether  hi 
various  engagements  would  allow  him  to  stay  at  Havana  for  an  indefinite  time,  whicl 
would  have  been  necessary  in  case  many  draws  occurred.  He  selected  for  his  opponen 
the  Russian  master,  Mr.  Tschigorin  with  whom  he  had  played  on  two  previous  occasions 
The  first  time  in  the  Vienna  International  Tournament  of  1882  Mr.  Steinitz  had  tied  fo 
first  and  second  prizes  with  Herr  Winawer,  while  Mr.  Tschigorin  did  not  secure  an 
prize,  but  in  the  personal  encounter  with  Mr.  Steinitz  each  won  a  game.  On  the  secom 
occasion  in  the  London  International  Tournament  of  1883,  the  two  players  came  close 
together,  for  Mr.  Steinitz  won  the  second  prize  and  Mr.  Tschigorin  the  fourth;  but  th 
latter  won  both  games  in  the  personal  encounter  between  the  two  players.  Mr.  Tschigo 
rin  was  already  universally  recognized  as  a  first-class  master,  but  more  especially  on  ac 
count  of  his  style  being  characterized  by  the  rarest  dash  and  brilliancy  of  combination  ii 
the  conduct  of  the  King's  side  attack  as  well  as  by  exactitude  of  calculations  in  the  end 
ing.  His  selection  for  the  championship  contest  was  warmly  approved  of  by  most  con 
noisseurs,  and  the  choice  of  Mr.  Steinitz  has  been  since  fully  verified  by  the  fact  that  Mr 
Tschigorin  tied  for  chief  honors  with  Herr  Max  Weiss  of  Vienna  among  twenty  compel 
itors  in  the  Grand  International  Tournament  of  the  Sixth  American  Chess  Congress  hel< 
in  New  York  in  the  Spring  of  1889. 


STEINITZ-TSCHIGORIN  GAMES.  163 

The  preliminaries  were  easily  and  most  amicably  settled  between  the  two  players  by 
correspondence.  It  was  arranged  that  the  contest  should  be  limited  to  twenty  games  in- 
cluding draws,  and  that  the  winner  of  the  majority  should  be  declared  the  victor.  The 
stakes  were  fixed  at  a  minimum  of  $600,  but  were  afterward  increased  by  liberal  sub- 
scriptions of  the  members  of  the  Havana  Chess  Club  to  very  nearly  double  that  sum. 
The  Havana  Chess  Club  also  provided  for  each  player  fees  of  $250,  free  passages  from 
and  to  New  York,  and  prizes  of  $20  for  the  winner  of  each  game  and  $10  for  the  loser. 
In  case  of  draws  each  player  was  to  receive  $10.  In  other  repects  the  rules  of  the  cham- 
pionship match  between  Messrs.  Steinitz  and  Zukertort  played  in  1886  were  adopted, 
and  it  will  hardly  be  necessary  to  repeat  those  rules,  excepting  to  state  that  the  time  limit 
was  fixed  at  1 5  moves  per  hour. 

The  contest  duly  commenced  on  January  2Oth,  1889  at  Havana,  but  was  brought 
to  a  close  on  the  24th  of  February.  Mr.  Tschigorin  obtained  the  lead  over  his  opponent 
by  one  game  three  times  during  the  contest,  namely  after  the  first,  the  third  and  the  sev- 
enth game.  Mr.  Steinitz  scored  one  ahead  after  the  fifth  game  and  then  again  after  the 
ninth.  He  then  kept  the  lead  up  to  the  end  of  the  contest,  at  the  finish  of  the  i  yth  game, 
which  resulted  in  a  draw.  As  the  score  stood  at  that  time  Steinitz  10,  Tschigorin  6,  the 
additional  draw  made  Steinitz  the  victor  of  the  contest,  for  only  three  more  games  re- 
mained to  be  played  and  Mr.  Tschigorin  was  bound  to  be  one  game  minus  even  if  he 
won  them  all. 

It  was  then  arranged  that  the  last  three  games  should  be  played  in  consultation  be- 
tween Mr.  Steinitz  and  Dr.  Gavilan  on  the  one  side,  against  Mr.  Tschigorin  and  Senor 
Ponce  on  the  other  side.  The  result  was  that  each  party  scored  a  game  and  one  was 
drawn.  It  was,  however,  distinctly  stipulated  that  the  Tschigorin  party  should  have  the 
move  twice  (though  it  would  have  been  the  turn  of  Mr.  Steinitz  to  have  the  first  move  if 
the  main  contest  had  proceeded),  in  order  to  test  further  the  new  defence  adopted 
throughout  the  contest  by  Mr.  Steinitz;  on  the  other  hand,  it  was  also  agreed  that  the 
Steinitz  party  should  again  play  the  Zukertort  opening  for  the  purpose  of  giving  the  op- 
ponents an  opportunity  of  trying  a  new  line  of  play. 

First-class  masters  when  engaged  in  such  serious  contests  generally  select  for  the  at- 
tack and  the  defence  such  openings  as  in  their  own  respective  opinions  will  yield  them 
the  best  prospects  of  success,  and  then  persist  in  adopting  the  same  line  of  play  unless 
they  become  convinced  of  its  unsoundness.  Messrs.  Steinitz  and  Tschigorin  pursued  the 
same  plan  in  their  series  of  games  and  consequently  only  the  Evans'  Gambit  and  the  ir- 
regular debut  i  Kt — KB3,  which  is  sometimes  named  the  Zukertort  Opening,  were 
played  throughout  the  contest  with  the  exception  of  the  third  game  in  which  Mr.  Tschi- 
gorin opened  with  the  Ruy  Lopez.  But  we  wish  to  make  some  special  remarks  on  the 
new  defence  adopted  by  the  author  in  the  Evans'  Gambit,  as  it  affords  striking  examples 
of  the  application  of,  and  the  selection  between,  some  of  the  different  maxims  laid 
down  in  our  chapter  on  "The  Modern  School  and  the  Principles  of  Play."  It  may  be 
said  of  the  Evans*  Gambit  that  it  puts  the  modern  theories  to  a  crucial  test,  for  a  Pawn  is 
given  up  on  the  extreme  Queen's  wing  for  a  remote  attack  in  the  centre  and  against  the 
adverse  King.  For  the  ending,  the  defence  ought  to  have  a  winning  superiority,  as  ms 
being  a  Pawn  ahead  is  also  greatly  strengthened  by  his  having  the  majority  of  Pawns  far 
away  from  the  hostile  King,  which  invariably  has  to  Castle  on  the  King's  side  early  in 
this  opening.  But  the  chief  difficulty  for  the  defence  is  the  formation  of  White's  two 
centre  Pawns  at  Q4  and  K4,  and  the  powerful  ranges  which  the  latter's  two  Bishops  ob- 
tain against  Black's  King's  side  after  Castling,  more  especially  that  of  White's  QB  at  Q 

Kt2. 

It  was  chiefly  with  the  view  of  obviating  those  difficulties  that  the  author  after  the 


i5t  STEINITZ-TSCHIGORTN  GAMES. 

moves  i  P— K4,  i  P— K4;  2  KKt— 63,  2  QKt— 63;  3  B— B4,  3  B— 64;  4  P— QKt4,  4 
BxKtP;  5  P — 63,  5  B — R4;  6  O— O,  introduced  the  move  6.  .  .  .Q — 63  and  we  now 
propose  the  following  continuation:  7  P — Q4,  7  Kt — R3  (in  the  games  of  the  contest  the 
author  played  7.  .  .  .KKt — K2,  which  on  further  analytical  examination  we  find  to  be 
much  inferior  to  the  move  no^  proposed).  There  are  now  several  lines  of  attack,  but 
anyhow  the  most  interesting  is  the  one  based  on  Mr.  Tschigorin's  idea  applied  in  actual 
play  against  the  other  defence  7.  .  .  .KKt — K2  namely:  8  P — Q5,  8  Kt — K2;  9  Q — R4, 
9  B— Kt3;  loQB— KKts,  10  Q— Q3;  n  Kt— R3,  n  P— QB3;  12  QR— Q  sq.  At  this 
juncture  Black  has  to  take  the  choice  between  retarding  his  development  for  a  long  time 
or  allowing  two  "holes"  (compare  p.  xxxi,  chapter  on  "The  Relative  Value  of  Pieces, 
etc.")  to  be  formed  in  the  centre.  As  will  be  seen  the  two  holes  are  more  dangerous 
to  his  game  than  the  block  that  White  will  create.  If,  for  instance,  12.  ..  .P — KB3; 

13  PXP,  13  QXP;  14  Kt— Kts,  14  PXB  (or  14 B— 64;  15  B— K3,  etc.    Or  14 

B— 62;  15  B— Q5,  15  Q— Kt3;  16  B— K3,  16  Q— R4;  17  Kt— Q6  ch.,  17  K— B  sq.; 
18  QXQ,  18  BXQ;  19  BXP,  etc.);  15  KtXKP,  15  Q—  B4;  16  Kt— Q6  ch.,  16  K— B 
sq.;  17  KtXB  (not  the  tempting  17  QXQP  on  account  of  17.  .  .  .Q — 63!),  17.  .  .  .Qx 
KKt;  1 8  KtXB  and  wins.  The  defence  has  therefore  to  resort  to  the  line  of  play  that 
actually  occurred  in  the  contest  in  a  similar  position  and  the  game  would  continue  1 2 

Q— Kt  sq.;  13  BXQKt,  13  KXB;   14  P— Q6  ch.,  14  K— B  sq.;  15  Q— Kt4.      This 

is  no  doubt  much  superior  to  15  KtXP  to  which  Black  would  reply  15.  ..  .B — 64.  And 
now  Black's  pieces  are  certainly  shut  out  uncomfortably  for  the  present,  but  our  theory 
is  that  White's  QP  being  too  far  advanced  will  require  the  protection  of  Queen  and 
Rook  for  some  time,  and  if  Black's  King  can  only  be  guarded  against  any  attacking 
surprises  the  defence  ought  gradually  to  obtain  the  best  of  the  game  with  the  majority  of 
Pawns  on  the  Queen's  side  and  the  two  Bishops.  For  that  purpose  we  would  advise 
even  to  give  up  the  Pawn  gained  and  to  proceed  with  15.  .  .  .B — Q  sq.  at  once,  if  only 
for  the  reason  that  if  1 5.  ...  P — 63  White  might  have  some  good  sacrificing  opportuni- 
ties by  16  K— R  sq.,  16  B— Q  sq.;  17  KtXP,  and  if  17 PXKt;  18  P— 64.  However, 

after  15.  .  .  .B — Q  sq.;  16  KtXP,  16  P — QR4  (not  16.  . .  .P — QKt4;  on  account  of  the 
rejoinder  KtXBP,  etc.);  17  Q — Kt2  (if  17  Q — 65,  17  Q — R2;  and  after  the  exchange  of 
Queens  Black  has  the  superior  game  with  3  combined  Pawns  available  for  advance  on 
the  Queen's  side,  as  against  2  separated  ones  of  the  opponent,  besides  that,  White's  QP 
will  be  weak),  17  P — QKt4;  and  we  believe  that  Black  ought  to  be  able  to  extricate 
himself  with  the  superior  game. 

In  refere  ice  to  the  Irregular  (Zukertort)  Opening  which  was  invariably  adopted  b 
the  author  in  this  contest,  we  may  state  that  we  had  never  previously  tried  this  debut  in 
actual  play.       But  we  essayed  it  on  this  occasion  for  the  purpose  of  testing  our  theory  as 
regards  the  inadvisability  of  pinning  a  Knight  early  in  the  opening  (especially  the  KKt), 
(compare  page  xxx)  against  that  of  Mr.   Tschigorin  who  was  evidently  not  of  the  sam 
opinion.     For  in  the  celebrated  match  by  telegraph  and  correspondence  which  was  won 
by  St.  Petersburg  against  London  in  1888,  and  in  which  Mr.  Tschigorin  was  the  leade 
for  the  Russian  side,  Black  (St.  Petersburg),  in  one  of  the  two  games  of  the  match,  aft 
the  moves  i  KKt — 63,  i  P — Q4;  2  P — Q4,  answered  2.  .  .  .B — Kt5.      It  was  naturall 
to  be  expected  that  the  Russian  master  would  try   the   same   experiment   against   th 
author,  and  we  believe  that  not  alone  our  actual  score  in  this   opening,   but   also   th 
most  stringent  analytical  examination  of  the  play  on  both  sides  will  now  verify  our  view  tha 
2.  .  .  .B — Kt5  ought  to  place  the  defence  at  a  disadvantage.      The  fact  that  Black  w 
enabled  to  double  the  KBP  in  no  way  militated  against  White's  game,  and  on  the  co 
trary,  at  this  early  stage,  before  the  exchange  of  Queens,   it  strengthened  White's  cen 
for  the  attack,  which  was  greatly  supported    by   the    combination    of  two  Bishops 


STEINITZ-TSCHKioKlX  l,AMKS.  165 

White  had  obtained  in  the  opening.  Some  very  interesting  situations  favorable  to  lively 
King's  side  attacks,  occurred  for  White,  notably  in  the  4th,  the  8th  and  the  loth  games, 
fin  consequence  of  the  Russian  master  having  early  attempted  to  convert  the  debut, 
which  is  of  a  close  character,  into  an  open  game.  In  that  connection  we  consider  it 
idue  to  mention  with  special  gratification  and  thanks  that  a  prize  of  300  francs,  offered 
[by  his  Serene  Highness  Prince  Dadian  of  Mingrelia  for  the  game  of  the  contest  which 
he  would  adjudicate  as  the  most  brilliant,  was  awarded  to  the  author  for  the  8th  game. 

It  may  also  be  fairly  claimed  that  the  result  of  the  contest  affords  a  strong  confirmation 
>f  the  correctness  of  our  modern  theories  in  general.     For  Mr.   Tschigorin  is  undoubt- 
lly  one  of  the  most  skilled  and  ingenious  experts  in  the   King's   side   attack   that  ever 
lived,  and  naturally,  therefore,  shows  in  his  style  a  marked  preference  for  the  aims  and- 
jndencies  of  the  old  school.     We  have  already  explained  our  own  views  on  that  sub- 
:t  as  far  as  possible  within  the  scope  of  this  treatise,  and  we  may  only  add  that  in  the 
games  of  this  contest,  as  well  as  in  previous  ones  against  other  great  masters,  we  have 
jalways  tried  to  conform  with  those  ideas  to  the  best  of  our  ability  for  the  time,  and  as 
much  as  was  practicable  under  peculiar  conditions  of  match  play,   such  as  pressureof 
time  limit  or  the  difficulty  of  calculation  in   original   positions  in  which  the  judgment 
could  not  be  assisted  by  previous  experience.     We  now  submit  to  our  readers  the  games 
^with   our  own,  annotations,  revised   and  amended  from    the    International    Chess 
Magazine. 


i66 


STEINITZ-TSCHIGORIN   GAMES. 


Game  1. 

Evans'    Gambit. 

White, 
M.     TSCHIGORIN. 

Black, 
W.  STEINITZ. 

.P-K4 
lp-K4 
0KKt-B3 


— 

QB-B4 
"B-B4 


B3 


P-B3 


n- 

Og_ 
P- 


B3 


'  KKt— K2 
Kt-Kt5        2 

OKt-Qsq.     3 


PxP 


12 
13 
14 

15 


-Q4  5 

BXP 

KtxB 
PxKt 

O— O 
QKt— B3 


KKt 


-K  sq. 
Ct-K4 


Q-Kt3 
B-B2 


>— QB3 
.R — K  sq. 
B— Q2 
,Kt-B5         8 


19 

20 


OX 


PXP 

KtxB 


KtxP 


lCt—  QB3 


PxKt 
R-Kq 


R-Qsq. 


"  ' 


-QP 
Q— KS  D*  1O 

11 


Game  1— cont'd. 
»RXKt 
OR— R8ch. 
nQxR 


12 


—  KR4 


Q— B6 
Q-K3 


'Q— Q8  ch. 
K— 1 


Kt2 


33 

34o_ By  ch. 

35o— B3  ch. 

K-Ktsg.  13 
ODp— R5 


PXP 


14 


oq^x?i 

OOQ— R8 


,Q-Kt4 


Q—  R8  ch. 
inB-Ktsq. 

WQ=&T 
Jj|Q-R3ch. 

44K-Ktsq. 
.  ..Q—  B8  ch. 

4  OK—  R2 

in 

4b 

in 


Q 

K 


_6ch. 


15 
16 


4  OP—  B3 
K—  B3 

49p—  QKt4 
P—  KKt4 

OUQ—  Kt2ch. 

^5=52  __ 

Dip—  Kts 

Q-KBsch. 
06  K-Ktsq. 

P-Kt5       17 


Q-K6ch. 


rr 

OOQ_QB2Ch. 

rpK-Kt4 
ODp_Kt3 


58 


Q_BSq.  ch. 


-R4 


1  Resigns. 
*  See  Diagram  page  168. 


Game  2. 

Irregular    Opening. 

White, 
W.  STEINITZ. 

Black, 

M.   TSCHIGORIN. 
,  KKt— B3 


oizw 

"B— Kti 


0Kt— jvb 
«B-R4 
jQ-Q3        18 
*Q— B  sq.     19 
--QB4 


r 
D 
C 

°P-K3 

7Kt-B3 

' 


P—  KB3 
KKt-B3 


B—  Kt3 
QQ-Qsg.    20 
°P-B 


UKt-K2 
R-Bsg. 
llKt—  02 
KKt-R4 


fiP—  KB4 
P-KKt4    21 

3-    10Kt-B3 
P-KR3 


KBPXP     22 


23 


BxKt 


iqKtxP_ 
10B-K2 


PXP 


P— K4 
P-Q5 


19 
20Q_Q2 

B— B3 

2lR— Qsq. 

R-R 


25 


26 


PXP 


Q—  O          27 

P-Q6  Df28 

Q_K3        29 
Q_Kt3 


flU 


KtxB 


Game  2—  cont'd. 
B-Kt4      30 
—  Kt3 


33 
34 
35 


R-B8ch. 
K_B2 
R—  B7  ch. 
K-B3 
KR-B5ch. 

K—  K3 
KR-E7 


RXQ 


ts 

KtP 


RXKKtP 
RxKKtP 

P— KR4 
RXQRP 


___ 
"'RXKt 

I"  See  Diagram  page  168. 


nn 
«JO 


R—  Kt; 

R-R6 
Resigns. 


S TI.INITZ-TSCHIGORIN  GAMES.  167 

Tschigorin  v.  Steinitz. 

1.  Game  I. — See  our  remarks  on  this  move  in  the  introduction  of  this  series  of  games. 

2.  Game  i.— Apparently  strong,  but  not  as  good  as  the  line  of  play  subsequently   adopted  by   Mr. 

Tschigorin,  viz.:  8  QB— KKt$,  8  Q— Qs;  9  P— QS- 

3.  Game  i.—  We  think  the  best  plan  is  now  to  simplify  matters  by  8 P — KR3;  9  KtxP,  9  R — B  sq. ; 

10  KtxKP,  10  KtxKt;  u  PxKt,  u  QxP;  and  though  Pawns  are  even,  we  much  prefer  Black's 
game  as  White's  QBP  is  weak  and  his  QKt  has  little  scope  for  action. 

4.  Game  i.— If  u  P— KS,  n  Q— QBs;'  12  QKt— RS,  12  Kt— 64;  13  Kt— 63,  13  Kt— KS;  with  an   ex- 

cellent game. 

B.  Game  i. — Black  gives  up  the  P  gained  in  order  to  break  up  the  adverse  centre  and  in  the  hope  of 
gaining  material  after  castling.  However,  the  bad  position  of  his  QKt  is  a  drawback  to  his  game. 

6.  Game  I. — This  premature  attack  is  fully  neutralized  by  the  opponent's  very  clever   play.      P — QB3 

at  once  was  much  better. 

7.  Game  i. — Defending  everything  indirectly.     Of  course  Black  dare  not  take  both  Knights  on  account 

of  the  ultimate  R — K  sq. 

8.  Game  i. — We  believe  that  Q — QR4  instead  was  muck  stronger  and  would  have  made  it  very  difficult 

for  Black  to  release  his  pieces. 

9.  Game  i.  —  A  weak  move  which  gets  Black  into  trouble.      He  could  still  retain  some  advantage  with 

hopes  of  winning  by  25 s>XP;  26  QxP,  26  Kt — R4,  etc. 

LO.  Game  I . — An  excellent  rejoinder  which  gives  White  anyhow  some  attacking  initiative.  See  Diagram, 
page  1 66. 

LI.     Game  i . — An  extraordinary  blunder.      Black  overlooked  that  the  check  at  R8  was   guarded  by  the 

Q.     27 R— R4;  28  BxP,  28  R— Kt4;  29  B — B2,  29  Q — 63  left  Black  still  with  a  good  game  in 

which  he  could  easily  effect  a  draw  almost  at  any  time. 

12.  Game  I.— Not  a  good  move.  Q  to  either  B  sq.  instead,  followed  by  P— KR3,  and  K— R2  would 
have  soon  secured  White's  King  against  all  danger  of  being  hunted  by  checks,  and  would  have 
given  freedom  to  White's  Q  and  B  to  operate  in  conjunction  with  the  Pawns  on  the  King's  side. 

L3.     Game  i. — At  this  stage  the  game  was  adjourned,  and  Mr.  Tschigorin  sealed  the  move  in  the  text. 

L4.  Game  I  .—If  38  QxQ;  38  PX?  ch. ;  39  KX?,  39  ?XQ;  followed  by  P— KB3  and  P— KKt3  drawing 
easily. 

L5.  Game  I. — Feeble.  If  anything  could  be  hoped  for,  P — QKt4  presented  the  best  chance  of  offering 
resistance. 

16.  Game  I. — An  excellent  move  which  shuts  out  the  adverse  Q  and  prepares  White's  attacking  advance 

of  Pawns. 

17.  Game  I. — White's  attack  is  now  obviously  irresistible.     The  latter  part  of  the  game  has  been  played 

by  Mr.  Tschigorin  with  consummate  mastery. 


Steinitz  v.  Tschigorin. 

Game  2. — In  the  correspondence  match  between  London  and  St.  Petersburg,  the  former  party 
played  here  P— KKt4,  which  is  inferior  to  the  move  in  the  text. 

Game  2.— Best.  If  4. . .  .P— QBs;  5  Q— KRs,  5  KKt— 63;  6  P— KB4,  6  P— KR3  (or  6. . .  .QKt— 
Q2;  7  P-KKt4,  7  KtxKt;  8  BPxKt,  8  BxP;  9  Q— KKt3  and  wins);  7  P— KKt4  with  the  supe- 
rior game. 

Game  2. — White  is  still  ahead  in  the  development  with  one  minor  piece,  albeit  his  retreats  of  Kt  and  Q. 

Game  2. — White  has  now  we  believe  some  advantage  in  position. 

-    *n 

Game  2. — A  grave  error.  Black  evidently  speculated  on  White's  replying  RPxP*,  whereupon  the 
the  reply  KtXBP  would  win. 

(Continued  on  page  i  bg .) 


168 


STEINITZ-TSCIIIGORIN  GAMES. 


GAME  No.   I. 

Move  27.     Q— K5. 

Page  1 66. 
BLACK — W.  STEIN1TZ. 


GAME  No.  2. 

Move  24.     P— Q6. 

Page  166. 
BLACK — M.  TSCHIGORIN. 


WHITE— M.  TSCHIGORIN. 


WHITE — W.  STEINITZ. 


GAME  No.  3. 

Move  76.     B — B  sq. 

Page  1 66. 
BLACK — W.  STEINITZ. 


^ 


GAME  No.  4. 

Move  1 6.     Kt— Kt5. 

Page  170. 
BLACK — M.  TSCHIGORIN. 


WHITE— M.  TSCHIGORIN. 


WHITE— W.   STEINITZ. 


S  I  l.INITZ-TSCHIGORIN  GAMI  S.  169 

(Continued fro m  page  ibf.) 

Game  2.— If  16 QKtxQKt;  the  reply  17  KtxKt  wins  a  piece,  for  after  17 KtxQ;  18  KtxQ, 

Black's  B  remains  attacked. 

Game  2. — Simply  QxP  was  much  stronger.     He  now  becomes  exposed  to  a  strong  attack  in  turn.    \ 

Game  2.— Perhaps  good  enough,  but  probably  21  Kt— 63,  21  B— Kt$;  22  P— K4,  22  BxKt;  23  RX 

B,  would  have  won  with  less  difficulty. 

Game  2. — Black  may  now  win  the  QP,  but  will  lose  another  with  the  much  inferior  game. 

Game  2. — Disastrous.    But  he  could  not  hold  out  for  long  by  adopting  the  other  alternative  23. . .  .Q 

XP;  24  QXQ,  24  RXQ;  25  P— KB4,  for  if  25 B— 63;   26  PxP,  and  Black  dare  not  take  either 

with  the  Kt  or  the  B,  as  White  after  exchanging  would  ultimately  gain  a  piece  by  R — B8  ch. 

Game  2. — Decisive.     See  Diagram,  page  168. 

Game  2.— Some  bystanders  afterward  thought  that  24 Kt — R5;  threatening  Kt — Kt  7ch.,  would 

have  turned  the  game  in  Black's  favor,  and  no  doubt  it  gives  the  defence  a  strong  counter-attack  in 
all  variations,  excepting  against  the  ingenious  reply  25  K — B  sq. ,  pointed  ont  by  Senor  Lopez  Tfith 

the  probable  continuation:  25 Kt— B6;  26  PxB,  26  QxQ  ch.    (or  26 QxKtP;   27  PxKR 

ch.,  27  RXR;  28  Q— Q5  ch.,  28  K— R  sq.;  29  R— R  sq.,  etc.);  27  RxQ,  27  RxR  ch.;  28  K— K2> 
and  wins. 

Game  2. — White  wins  without  much  eftort. 


Tschigorin  v.  Steinitz. 

31.  Game  3. — It  would  have  been  better  to  wait  with  this  move  until  White  played  Kt — Q5,  and  to  cas- 

tle first. 

32.  Game  3. — The  more  defensive  Q — K2  was  probably  better. 

33.  Game  3.— Threatening  KtxBP. 

34.  Game  3. — Black  could  have  won  the  Queen  here  temporarily  for  only  two  minor  pieces,   but  his 
game  would  have  been  so  much  disorganized  as  to  become  indefensible,  e.  g,  17  BxKt,  17  PxB;  18 

BXP,  18  BxB  (if  19  KtxP,  19  Q— Kt3  ch, ;  20  K— R2,  20  BxB  and  wins);    19 Kt— 65;   20  Q 

XKt,!  (if  20  K—R2,  20  Q—R4  and  though  White  may  now  capture  the  Kt,  and  afterward  take 
the  R  with  the  B,  Black  will  be  able  to  make  a  better  fight  than  in  the  line  of  play  we  propose), 
20 PXQ;  21  BxR,  21  QXB;  22  KtxP,  threatening  Kt— K6,  22 Kt— Kt3;   23  KtxR,  fol- 
lowed by  R — Q2  and  doubling  Rooks  with  an  easily  won  game. 

35.  Game  3.— An  error  which  costs  the  exchange.      Black  might  have  obtained  a  defensible  game 

by  20 QXQ;  21  BxQ  (if  21  PxQ,  21  BxKt;  22  PxB,  22  KtxP  and  should  win),   21. 1 .  .P— 

B3  (not  21 ...  .BxKt;  for  as  Mr.  Tschigorin  rightly  points  out  White  would  then  obtain  the  advan- 
tage by  22  PxB,  22  KtxP;  23  R— QB  sq.,  etc.);  22  BxKt,  22  PxKt;  23  B— Q5,  23  B— QB3;  etc. 

36.  Game  3. — We  believe  P — R$  was  better,  as  White  had  then  the  option  of  advancing  the  RP  further 
and  trying  to  get  up  an  attack  against  the  adverse  QRP,  or   else   he  could   exchange   Pawns   at   a 
convenient  time  and  open  the  QR  file  for  his  R. 

37.  Game.  3.— If  P— KKt4  White  would  have  answered  P— KR4,  followed   soon  by   R — KR   sq.    after 
removing  the  King. 

38.  Game  3.— White  plays  with  consummate  mastery. 

39.  Game  3. —There  was  nothing  better.     If  P— Kt4ch.,  White   after  retreating   the   K  would   have 
played  R—K  sq.,  followed  by  withdrawing  the  other  R  and  R—K6.      Black's   R   could   not   then 
oppose  at  K  sq.  on  account  of  the  rejoinder  RxKt  ch. 

40.  Game  3. — Loss  of  time.     The  King  had  to  make  his  exit  on   the   Queen's  side  later  on,  and   it  was 

much  better  to  enter  on  that  retreat  at  once. 

41.  Game  3. — A  profound  move.     White  perceives  the  exigencies  of  the  position   with   an   acumen  that 

hardly  finds  its  equal  in  any  ending  previously  played  over  the  board.      It  is  impossible  to  enter  in 

(Continued  on  page  if i.) 


STEINITZ-TSCHIGORIN  GAMES. 


Game  3. 

Ruy  Lopez. 

White, 
M.  Tschigorin. 

Black, 
W.  Steinitz. 

jP-K4 
IP— K4 
nKKt-B3 
"QKt— B3 


B—  Q2 
PXP 


O-0 


7Kt-B3_ 
'  KKt— K2 
pB-KKts 

OP^ — 


-B3 
-K 


"O— O 

B— QB4  ch. 

1  UK— Rsq. 
.    QKt-Kt5 
llKt— QBsq. 


14 


'Q— K  sq.  32 

QR-Q  sq.33 

'QB-KKt5 
B-K2 

QKt— Q  sq. 


^"B— KR4 

B~ 

w^i: 

10Q-QB3 
1QB-QB4 

10B-Ksq. 

JO^*4 


B—  K2        34 

Q-Q5 


35 


n 


BxKt 
QXQ 


BxQ 
KtxQBP 


26 


PXB 


P-QKt3 


Game  3-confd. 
,nKR-Qsq. 

nK— Kt2      36 

-QR4 


—  Q 
-B2 


37 


33 
35 


K-B3 


P-KR3 


39 


R-K5ch. 
OOK-Bsq.    40 


OOK— K2 

R-KSch. 

4liK: 


-Q2 


ch. 


irP-Kt3 
40B~^ 


41 


K-Kt2 


42 


49 


B-K6 


B—  QB4 
B-Qsch. 


Kt—  KB4 
B-QB4ch. 


B-QKts 


K—  R2      [43 


UUB_Q3  ch. 

K-Kt2_ 
«  /  R— Kt5  ch. 


K-Bsq. 


dUKt— Kt6ch. 
See  Diagram  page  168. 


Game  3—  cont'd. 
K-B2 


p_R5 
R—  KR6 


44 


,K— Kt2 

}R  -QB6  ch. 
'K— Kt2 


R-KB 


sq. 


64 


K-B 


sq. 


B_Qsq 

R-K 


R2    45 


Kt-Ks 
R-KK 


6/kt— QB4 
nnQR-KR3 


B—  KB3 
R-KR7 


sq. 


79R-KtCt7 
/"K— Ktsq. 


I7QR(B3)-E746 

/OR_Q3 

•J^_ "D  ^ 

nf-^7 

/  OR— 07 


48 


R  -B3 
K—  Kt 


7qt?i_ 

/ORxBch. 


49 


PxR 


0  UK— Esq. 

R1^55 

OlKt— B4 
R_B6ch. 

0"K— Ktsq. 

nnR~~R8 

0  u  Resigns.      5O 
f  See  Diagram  page  168. 


Game  4. 

Irregular    Opening. 

White, 
W.    Steinitz. 
Black, 
M.  Tschigorin. 

K  Kt—  KB3 

Game  5. 

Evans  Gambit. 

White, 
M.  Tschigorin. 
Black, 
\V.  Steinitz. 

.P-K4 

lp-Q4 
nP~Q4 

I?—  K4 
KKt-B3 

*B-Kt5 
pP—  B4          51 

B-QB4 

"BxKt 
jKtPxB       52 

"B—  QB4 
P-QKt4 

4P-K3 

rPXP 

"VxP        53 

fiP-K4 

B—  R4 

e°~° 

°B—  Kts  ch. 
7Kt-B3 

•O—  OR4     54 

BB-Q2 

'KKt—  K2 

°QKt-B3    55 

qP-Q5 

Qg_Q3        62 
gQ-Qkt3 

°PXP 

10P~QR3 

1f]R-Qsq. 

iiB-Qs         56 

1UB—  QKt3    63 
UPXP 

1J-O—  O—  O   57 
J0PXB 

Q—  KKt3 
Q_  QR3     64 

,  nQXKt         58 

R  —  K  sq. 
,  nQKt-Q2 

<  J-^-  —  ^2 

10p_Q3 

-R—QKt  sq. 

.  pB—  KB4 

Kt—  QKts  Df 

1IjB-gB4 

1RQ-QBsq. 

lDr)_R3         59 
jyQxP 

10B—  KKt5 
1  7B-KKt3 

pR-QB  s3q. 

l/QR_Qsq. 

1RP-KR3     65 

10Kt—  KR3   60 
,  nQXKKtP 

10BxKt         66 
j  nKtxB 

QXBPch. 

9nKxRsq. 

RXQ  ch. 

dU0=Kt^      67 

ilK—  Ktsq. 

^Q-B3        69 

""Resigns.      61 
4.  See  Diagram  page 

u  "Kt  —  KKt3 

23oKt-K4 
niR—  K.B3     70 

nrBxBPch. 

u  0  O  X  B 
npPXKt 

^UQ_QB5      71 
0  ^Resigns. 

Li 

172. 

STEINITZ-  TSCHIGORIN  GAMES.  171 


(  Ccntimud  from  page 

an  extensive  analysis,  and  we  can  only  point  out  that  if  White  had  stuck  to  his  KBP  and  given  up 
the  QKtP  for  it,  Black  could  well  give  up  ultimately  the  B  for  the  advancing  P,  but  would  in  the 
meanwhile  direct  the  attack  with  R  and  Kt  against  White's  sole  remaining  QRP  with  almost  a  cer- 
tain draw  and  even  some  prospects  of  winning. 

42.  Game  3.  —  Of  course  if  RxB  White  would  answer  RxKt  ch. 

43.  Game  3.  —  The  manoeuvre  that  follows  shuts  up  White's  R  for  some  time,  but  it  is  not  satisfactory  in 
the  end.     Black  had  more  chance  of  a  draw  by  54  ____  R—  B;  ch.  ;  55  K—  R3,  55  B—  Q3;   56  R—  B 
2,  56  R—  64  (if  56  ____  RXR;  57  R—  63  ch.,  etc.);  57  R—  63  ch.,  57  6—64;  and  we  believe  Black 
ought  to  obtain  a  draw  by  a  series  of  checks,  or  would  win  the  KtP,  which  would,  of  course,    also 
secure  a  draw  at  least. 

44.  Game  3  —  A  beautiful  move  which  compels  Black  ultimately  to  abandon  his  attack  against  the   King 
as  he  is  bound  to  protect  his  RP  with  his  B. 

45.  Game  3.  —  The  co-operation  of  his  R  with  the  other  is  now  secured  in  a  few   moves,    and   White  is 
bound  to  win,  especially  as  he  holds  Black's  King  tight  in  the  last  row. 

46.  Game  3.  —  At  this  stage  the  game  was  adjourned  till  next   day,  White  having   sealed   the   move   in 

the  text. 

47.  Game  3.—  See  Diagram  page  168.     White  threatens  to  bring  the  B—  Kt2,  followed  by  R—  QRy. 

48.  Game  3.  —  The  only  correct  answer.     If  R  —  Kt7  ch.,    Black   plays   KB   sq.,    followed   by   Kt  —  B2, 
which  shuts  out  the  R  and  must  ultimately  win  the  exchange  by  K  —  Kt  sq. 

49.  Game  3.—  The  rest  tells  its  own  tale. 

50.  Game  3.  —  For  if  Kt—  Kt2,  White  answers 


Steinitz  v.  Tschigorin. 

51.  Game  4. — We  consider  this  not  alone  quite  sound,  but  probably   the  best  answer   against   Black's 

early  sally  with  the  QB  which  is  premature  and  altogether  unadvisable  on  generai  principles,  as  this 
piece  is  much  wanted  for  the  protection  of  the  Q  side  in  this  opening. 

52.  Game  4.—  The  P  cannot  well  be  taken  as  it  cannot  be  defended,   and  White  obtains,   therefore,  a 

strong  centre.     If,  for  instance,  4 PxP;  5  P— K3,  5  P— QKt4  (or  5 P— K4;  6  BxP,  6  Q— 

Q3;  7?XP  with  an  excellent  game.     Compare  second  consultation  game,  page  194)56  P— QR4,  6  P 
— QB3;  7  PXP,  7  PXP;  8  P— QKt3  with  much  the  best  of  the  game. 

53.  Game  4.— Injudicious,  as  White  gains  much  time  in  forming  his  centre  by  his  reply.      PxP  was  the 
only  correct  answer. 

54.  Game  4.— Under  the  circumstances  Q— KR4  was  no  doubt  much  better. 

55.  Game  4.— Mr.  Tschigorin  Informs  us  that  this  was  the  result  of  a  miscalculation.       He  had  foreseen 

all  the  subsequent  moves  on  both  sides  up  to  White's  I4th,  but  he  had  overlooked  in  his  forecast 
that  White's  KR  would  then  remain  defended  by  the  Q. 

56.  Game  4.— Of  course,  if  PxB  at  once,  Black  replies  QxR  followed  by  Kt— 67  ch. 

57.  Game  4. -If  11 . . .  .PxP;  12  BxP,  12  Q-K4;    13  PXB,  13  P-KB4;    14  R-R5,  14  Q_K3  (or  14 

. . .  .P— QKt4;  15  KtXP,  15  PXB;  if  15. . .  .KtXKt;  16  6—63  and  wins);  16  6—63,  16  KtxPch.; 
17  QXKt  and  wins. 

58.  Game  4. -Better  than  13  K-K2,  13  Kt-Qs  ch. ;  14  K-B  sq.,  14  QxP;i5  KtXP  (or  15  Kt-Kt5), 

!5....Q-Kt6;i6B— QB3,  i6QxQch.;  I7RXQ,  i7Kt— K3  and  Black  with  two  Pawns  for 
the  piece  may  make  a  long  fight  after  the  exchange  of  Queens,  whereas  the  play  in  the  text 
ensures  White  an  irresistible  attack  against  the  adverse  King,  albeit  Black  has  three  Pawns  for 
the  exchange. 

59.  Game  4.-If  16. . .  .Q— R7;  17  Q— B4,  17  R-Q2;    18  R— QB  sq.,  18  P-QB3;    19  Kt-Q6  ch.  and 

wins. 

(  Continued  on  page  173.) 


172 


STEINITZ-TSCHIGORIN  GAMES. 


GAME  No.  5. 

Move  21.     R— Q3. 

Page  170. 
BLACK— W.  STEINITZ. 


•  *•  «,*«* 


GAME  No.  6. 

Move  35.     BxP. 

Page  174. 
BLACK—  M.  TSCHIGORIN. 


'       VM      «      /  r///////s,   '"      7. 


«.  /// 


WHITE — M.  TSCHIGORIN. 


WHITE — W.  STEINITZ. 


GAME  No.  7. 

Move  31.     KtxP. 

Page  174. 
BLACK— W.  STEINITZ. 


GAME  No.  8. 

Move  33.     RxP. 

Page  174. 
BLACK— M.  TSCHIGORIN. 


WHITE— M.  TSCHIGORIN. 


WHITE— W.  STEINITZ. 


STEINITZ-TSCHIGORIN  GAMES.  173 

(  Continued  from  page  if i.) 

60.  Game  4.— The  following  fine  termination  might  have  occurred  in  reply  to  18 P— QB3;   namely: 

19  QB— KB4,  19  R— Q2  (or  19 Kt— RS;  20  RxP  ch.,  20  PxR;   21  KtxP  ch.  and  wins);   20  Q 

— K8  ch.,  20  R — Q  sq.;  21  KtxP  ch.,  21  QxKt,  22  RxP  ch.  and  mates  in  two  more  moves. 

61.  Game  4. — White  threatens  mate  in  three  moves,  and  there  is  no  defence  excepting  R — Q2,  which,  of 

course,  is  as  much  as  abandoning  the  game. 


Tschigorin  v.  Steinitz. 

62     Game  5.— This  is  forced.     For  if  8 Q— Ktj;  9  BxKt,  9  KxB   (or  9 KtxB;    10  KtxP  and 

wins) ;  10  P — Q5  with  a  fine  atiack. 

63.  Game  5. — Black  might  have  kept  the  superiority  of  Pawns  by  exchanging  QP,  but  obviously  White 
would  then  have  forced  a  centre  similar  to  the  one  usually  obtained  in  other  variations  of  this  open- 
ing, and  all  the  stronger  in  the  present  situation,  as  Black's  Q  was  badly  placed.       The  move  in  the 
text  releases  the  defence. 

64.  Game  5. — Preventing  the  development  of  the  adverse  QP,  but  only  for  a  little  time. 

65.  Game  5. — White's  position  was  already  much  inferior.      If,  for  instance,   18  B — K2  Black  could   in- 
stitute a  vehement  attack  by  the  answer  18. . .  .P — Q4.      The  move  in  the  text  was,  however  a  fear- 
ful error  which  cost  a  clear  piece. 

66.  Game  5.— Black  could  also  answer  18 QBxRP;  and  if  19  K— R2,  e.  g.    KBX?   winning  easily, 

but  of  course  the  play  actually  adopted  is  more  than  sufficient. 

67.  Game  5.— If  Q  or  BxP,  White  could  still  hope  for  some  attack  by  the   reply   R— KB   sq.,    followed 
by  Kt— Kt5. 

68.  Game  5. — See  Diagram  page  172. 

69.  Game  5.— If  21 ...  .QxKP;  22  BxP  ch.,  and  obviously  Black  dare  not  take  the  B  on  account  of  the 
winning  rejoinder  Kt — Kt5  ch. 

70.  Game  5. — Desperate,  but  White's  game  was  beyond  recovery. 

71.  Game  5. — Black  had  sufficient  forces  to  win,  even  after  26 Q— KB5;   27   Q — Q$   ch.,   27  K — R 

sq.  (if  27 K— B  sq. ;   White  might  still  harrass  him  by  28  R— KKt  sq.);   28  Kt— 67  ch.,  28  Qx 

Kt;  29  QxQ,  29  R — KB  sq.;  with  three  pieces  for  the  Q  and  an  irresistible  attack.      But  of  course 
the  move  in  the  text  was  the  simplest  and  surest. 


Steinitz  v.  Tschigorin. 

72.  Game  6.— This  is  not  as  good  as  P — K3. 

73.  Game  6. — A  counter  gambit  which  already  occurs  in  similar  positions  in  the  games  between  Labour- 
donnais  and  MacDonnell. 

74.  Game  6. — Black  wisely  refrains  from  castling  on  the  Queen's  side,  as  his  King  is  wanted  on  the 
other  wing  for  the  protection  of  the  KP. 

75.  Game  6. — A  lost  move,  as  the  sequel  shows. 

76.— Game  6. —If  ii  PxP,    11  Kt— Kt3;   12  BxP,   12  KKtxBP;   13  RxBP,  13  KtxKP;    14  RxKt  (if 

14  RXBP,  14  BxP  with  a  strong  attack),  14 KtxB;  15  K— 62,  15  KR— KKt  sq.;  16  P— Kt3, 

16  B— Qs;  17  B— 63,  17  BxB;   18  KxB  best,  for  if  KtxB  fhe  reply  R— Q7  ch.  is  fatal,  18  . .  .Kt 
— K4  and  Black,  though  a  P  behind,  has  an  irresistible  attack. 

77.  Game  6. — This  leads  to  a  general  exchange  of  minor  pieces  which  releases  Black  from  the  greatest 

part  of  his  difficulties,  whereas  KB— 63  instead  would  have  kept  the  attack  well  in  hand.     If  Black 

answer  16 castles;   then  White  could  well  proceed  with  17  KtxB,  17  RPxKt;    17  P— K6,  with 

a  strong  attack. 

78.  Game  6. — 111- conceived.     K— 62  was  far  better. 

(  Continued  on  page  175. ) 


174 


STEINITZ-TSCHIGORIN  GAMES. 


Game  6. 

Irregular    Opening. 

White, 

W.  STEINITZ. 
Black, 

M.     TSCHIGORIN. 

.  KKt-B3 

lp_Q4 

op-Q4 


-Kt5 
-QB4 


KtPxB 


P-K4 


72 


P-K4        73 
PXP 


KXQ 


'QKt-B3 
np— B4 

OR— Q  sq.  ch. 
QB-Q2       [74 

OB— B4 


10 


R— Kt  sg.  75 
KKt-K2 
BXP  76 


K-B  sq. 


B—  Kts 
Kt-B3 


15* 


Kt— KB6 
KtxB         77 


Game  6— cont'd. 


Game  7, 

Evans  Gambit. 

White, 
M.  Tschigorin. 

Black, 
W.  Steinitz. 


—  K4 
KKt-B3 


2*^1— 
QKt— B3 

»l 


B4 


P-QKt4 


Castles 


Q-B3 

P-4 


KKt—  K.2 


QB-Kt5 
00— ( 


Q-Q3 

P- 


Q5 


OKt— Q  sq. 

inQ-^ 
1  UB— Kt3 

Kt-R3 


86 


ll£r 


Kt3 


KB3 


B3      87 

.  fiP-Q6  ch. 

1  OK— Esq. 

88 


,  0RXR  ch. 
lOV 


Pto4___       

"  0  P— R4        8O  L  '  P— KR3     89 


KXR 


PXP 


9O 


-K] 


K-Q2       78Q<R-KB5     82  finQR-Q  sq.  91 

92 
93 


22 


t—  Kt3 


«n 
"" 


K-B5        84       Kt-B2 


,PXR 


K-K2 
R— KKt  sq. 

R— £7  ch. 


'P— R6 
,B-R4 


a  IK— Kt2 

QKt-Q4 

*fiQ-Kt3 
nnQ-Kt4 


P-B4 


flo 


P_Kt4 


35 


P— R 
BXP 


85D*       Kt-B5ch. 


e.p. 
npKtXKtP 
95UUR_R3 


PXB 


ajR-R6ch. 

2e^Q4 

27 


P— R8  (Q) 
P-Kt8(Q) 


25 


K-B  sq. 
QxKtP 


R—  QKt5 


3'Q— QBSch. 
nn  Resigns. 


P— R5 


Game  8. 

Irregular    Opening. 

White, 
W.    Stemitz. 

Black, 
M.  Tschigorin. 

.KKt-B3 
AKKt— B3 
nP-Q4 

nP-QB4 

"P-K3 

,QKt-B3 


Kt— Q2 

astles 


Castles 
qP-K4 

°PXKP 


lU 


KtxKt 
BxKt 


p_KR3  100 

,,2=2!  _ 

llR—  Ksq.  1O1 
.     R-Ksq. 
i^Q__B3      1O2 
B-Q2__ 
l«JKt—  Esq. 


B-B3 


15 


IPS 


B— Kt  sq. 

1RP-Q5 

IUQ_Q  Sq.  104 

1 '  P— OKt3  28 

40P-QKt4 


Game  8-conf  d. 
R-K2      lia 

KR-QKtgqlll 
R— Kt2     112 


J-B3 


on^- 

1O5  "  °Q— R2 

B— 65 


106 


, 
P-QR3 


:— £2 


gR 

lO7nnQ-KKt4 
""^ 


,PXBP 


'B— R2 


33 


Kt— 65 

RXP 


'BXP 


•K— Ksq. 

,PxKt 


atKt— K3 
nrQ~K4 
uOKt— Esq. 
RQ-B4ch. 

"OKt— K 


0p_  KKt4 
nrB—  Kt6ch. 

0  OK— 


Esq.  114 


_R2 

--B5ch 


Kt-B5 


uu  fl'R— R4  U1*  Resigns. 

*  See  Diagram  page  172.  t  See  Diagram  page  172. 


rmB-Ktl 
98  "  /  O— 


U '  K— Kt  sq. 
109QQP-Q7 
UOi 


Q— Kt3  "U  Resigns, 

t  See  Diagram  page  172. 


STEINITZ-TSCIIIGORIN  GAMES.  175 

(Continued  from  page  if  j.J 

79.  Game  6.— A  grave  error.     As  pointed  out  by  Senor  Vazquez,  he  could  at  least  draw  by  25  R— KB 

sq.,  25  Kt— K4;   26  R— 65,  26  R— K6  ch.,  best  (if  36 K— Q3;  27  RxKt  and  wins;  or  if  26 

....Kt— Ktsch.;  27  K— B3,  27  Kt— 62;  28  P— KS  and  wins);  27  K— K2,  27  RxB;  28  I'XK 
and  White  ought  to  draw  at  least. 

80.  Game  6. — The  march  of  this  P  is  well-timed  and  goes  the  shortest  road  to  victory. 

81.  Game  6. — Excellent  play,  as  it  blocks  oXit  the  R  from  his  most  commanding  file  and  leaves  Black 

the  option  of  several  winning  attacks. 

82.  Game  6.— There  was  hardly  anything  better,  for  if  R— KKt5  Black  would  have  answered  R— KKt 

6,  and  if  then  the  R  moved  to  KB5,  Black  would  capture  the  KP  checking  and  wins  with  ease. 

83.  Game  6.— As  will  be  seen,  Black  has  calculated  to  the  end  with  great  exactitude  in  order  to  counter- 
act the  last  resource  which  White  is  trying  to  adopt. 

84.  Game  6.— Just  as  bad  was  K — K5,  as  Black  would  also  exchange  Rooks  and  ultimately  his  Queen 
would  check  at  R7  winning  the  adverse  Queen.     Again,  if  K — 64  Black  would  proceed  in  a  simi- 
lar way  as  actually  played,  and  would  ultimately  win  by  Q — Q4  ch.  and  exchanging  Queens  by  Q 
— Kt4  ch. 

85.  Game  6. — A  forlorn  hope.     But,  of  course,  White  had  no  other  resource.     See  Diagram,  page  172. 


Tschigorin  v.  Steinitz. 

86.  Game  7.— If  n Kt— Kt3;  12  QKt— Kt5,  12  Q— B  sq.;  13  B— KS,  13  P— QB3;  14  BxB,  14  PX 

Kt;  15  BxP  with  the  much  superior  game. 

87.  Game  7. — Black  is  a  P  ahead,  but  his  game  is  fearfully  cramped.     P — Q3  was  obviously  worse  as 
White  would  exchange  Pawns  followed  by  R— K  sq.  ch. 

88.  Game  7. — An  excellent  move  which  establishes  communication  of  the  Q  with  the  King's  side  and 
gives  WThite  a  powerful  attack  on  that  wing. 

89.  Game  7. — This  is  the  only  reply,  we  believe,  to  counteract  the  threatened  Q — KR4. 

90.  Game  7.— If  KtxP  White  would  answer  QxKP  with  the  superior  game. 

91.  Game  7. — Splendid  play.     The  R  exercises  a  powerful  influence  on  that  square  for  the  ending.     Of 
course,  if  KtxP  Black  would  answer  Q— 64  effectively. 

92.  Game  7.— If  Q— Kt3  White  would  exchange  Queens  followed  by  P — K6  with  an  irresistible  attack. 

93.  Game  7. — White  we  believe  missed  here  the  opportunity  of  obtaining   the  victory  by  21  P — K6,   21 
KtXP;  22  BxKt,  22  BPXB;  23  Kt— K5  followed  by  R— Q3  with  an  irresistible  attack. 

94.  Game  7. — Feeble.     Kt — K3  was  now  the  best  defence. 

95.  Game  7. — This  P  is  now   entirely  thrown  away.      He  ought  to  have   still  played  23....  Kt — K3; 
and  if  24  B— B2,  24  P— KR4;  25  Q— Kt3,  25  P— RS;  26  Q— Kt4,  26  Q— R4  with  good  hopes  of 
extricating  himself  and  winning  with  the  majority  of  Pawns. 

96.  Game  7.— There  was  hardly  any  good  defence.  If  26 Kt— KS;  27  KtXKt  ch.,27  BPxKt  528  Kt 

— K7,  28  R— R2;  29  K— R  sq.  29  B— Q  sq. ;  30  KtxB,  30  RxKt;   31   P— 64,  31    KR— B2  ;  32  P 
— B  5,  32  RXP,  33  RXR,  33  pXR;  34  R— KB  sq.,  with  an  irristible  attack. 

97.  Game  7. — Beautiful  play.     See  Diagram  page  172. 

98.  Game  7.— The  ch.  of  White's  Kt  at  B6  is  obviously  fatal  to  Black's  game.    If,  for  instance,   34 B 

— Q2;  35  Kt— B6  ch.,  35  K— Q  sq.;  36  Kt— Kt8,  36  R— R  sq. ;  37  R— B8  ch.,  37  B— K  sq.,  38  P— 

Q7  and  wins.     Again  if  34 B — Q  sq.;  White  mates  elegantly  by  35  P — Q7  ch.,  35  BxP;   36  Kt 

— Q6  ch.,  36  K— K2;  37  R— 67  mate. 


Steinitz  v.  Tschigorin. 

99.     Game  8. — With  the  intention  of  keeping  the  QP  twice  defended  and  in  order  to  make  the  KP  avail- 

(  Continued  on  page  177.) 


176 


STEINITZ-TSCHIGORIN  GAMES. 


GAME  No.  9. 

Move  52 R— Q8. 

Page  178. 
BLACK— W.  STEINITZ. 


GAME  No.   10, 

Move  25.     RxKt. 

Page  178. 
BLACK— M.  TSCHIGORIN. 


ttrssss. 


WHITE — M.  TSCHIGORIN. 


WHITE— W.  STEINITZ. 


GAME  No.  I  I. 

Move  13.     QR— Kt  sq. 

Page  178. 
BLACK— W.  STEINITZ. 


GAME  No.   12. 

Move  57.     RxKt. 

Page  182. 
BLACK— M.  TSCHIGORIN. 


w 


WHITE— M.  TSCHIGORIN. 


WHITE — W.  STEINITZ. 


STEINITZ-TSCHIGORIN  GAMES.  177 

Continued  f  rent  page  175. 

able  later  on  for  an  advance.     But  we  doubt  the  advisability  of  this  plan  which  keeps  the  Black 
pieces  shut  up  for  a  long  time. 

100.  Game  8.— With  the  view  of  advancing  P— K4  which  he  could  not  do  at  once  as  White  after  ex- 
changing would  ultimately  win  a  P  by  BxRP  ch.  followed  by  Q— RS  ch. 

101.  Game  8. — Again  he  cairn-  >  push  the  KP  on  account  of  the  rejoinder  Q — Q3. 

102.  Game  8.— A  bad -post  for  the  Q  and  perhaps  P — QB4  was  his  best  resource  at  present. 

103.  Game  8. — By  this  manoeuvre  White  blocks  out  two  of  the  adverse  pieces,   but  probably  Kt — K.5 
would  have  led  to  a  more  speedy  and  successful  direct  King's  side  attack,  for  if  Black  took  the  Kt 
White  could  retake  with  the  P  followed  by  R  -K3  and  R— KKt3. 

104.  Game  8. — More  promising  for  the  defence  was  probably     16 P — K4;     17? — Q6,    176 — Kt5; 

18  B— K4,  18  Kt— Q2;  19  P— Kt4,  19  P— QR4- 

105.  Game  8.— Necessary  for  if  P — QR4  at  once  White  would  reply  Q— Q4  followed  PxKtP. 

106.  Game  8. — But  White  could  now  easily  hold  command  of  the   position  on  both  wings  by  B — K4 
threatening  P— Kt5.     If  Black  drove  back  this  B  by  P— 64  then  the  formidable  entrance  of  White's 
Q  at  Q4  after  retreating  the  KB  would  win. 

107.  White  here  overrates  his  attack  the  on  King's  side,  for  as  will  be  seen  the  entrance  of  the  Kt  at  Kt 
6  which  he  speculated  upon  would  hardly  yield  him  any  advantage. 

108.  Game  8. — White  had  to  change  his  intended  tactics.     If  23  Kt— Kt6,  23  BxP;  24  KtxKt,    24  KX 
Kt;  25  Q— R;,  25  B— K3;  26  B— Kt6,  26  B— Kt  sq. ;  27  Q— R8,  27  Q— Q2  ! ;  and  merely  at  the  cost 
of  the  exchange  for  which  Black  has  already  one  P  he  blocks  out  the  adverse  Queen  from  the  game. 

109.  Game  8. — Obviously  White  had  here  a  draw  by  repetition  of  moves,  for  if  he  now  played  Q — K4 
Black  was  bound  to  answer  Kt — B  sq.  or  Kt — Kt4,  as  he  had  to  guard  against  the  ch.   of  the  Q, 
whereupon  White  could  again  attack  the  B  by  Q— 64  ch.  and  compel  the  Kt  to  interpose. 

110.  Game  8. — Better  than  BxR,  whereupon  by  the  reply  BxP  ch.  Black  gains  a  second  P  for  the  ex- 
change and  will  also  afterward  exchange  B  for  Kt  which  will  make  it  very  difiicult  for  White  to 
win. 

,111.  Game  8.— Probably  his  best  plan  was  BxRP  in  order  to  fight  out  the  battle  with  his  passed  Pawns 
on  the  Queen's  side,  which  we  believe  would  have  given  him  a  fair  prospect  of  drawing. 

£12.  Game  8. — Necessary,  for  if  B — 65  at  once  Black  would  reply  Q— Kt6.  Though  White  apparently 
loses  time,  as  he  has  to  go  back  again  with  his  R  to  his  former  place,  he  in  reality  gains  an  im- 
portant move  as  in  the  meanwhile  he  compels  the  Black  King  to  come  out  to  B2. 

1113.  Game  8. — Vorious  moves  were  suggested  here  afterward  for  the  defence,  but  all  were  found  on  ex- 
amination of  no  avail.     If  for  instance,  31 BxRP;  32  QBxP,  32  Q — 84  (this  seems  best,  for  if 

PXB  the  R  retakes,  followed  by  QR— K  sq.);  33  Q— Kt4  and  wins  equally,  for  if  33 PxB;    34 

Q — Kt6  ch.,  etc. 

1114.  Game  8.— Of  course  nothing  could  save  his  game.     If  35 K — Kt  sq. ;  36  QxB,   36  Q — R2  or  R 

— Kt2;  37  B— R7  ch.,  37  K— B  sq. ;  38  B— Kt;  mate. 


Tschigorin  v.  Steinitz. 

Game  9. —  This  is  not  a  good  move,  for  though  Black  ultimately  wins  the  QBP  against  which  he 
keeps  the  B  directed,  he  exposes  himself  to  a  formidable  attack. 

Game  9. — The  right  play  is  here,  12  B— Q3  followed  in  reply  to  12 BX?  by  13  R— QKt  sq.,  as 

played  by  Tschigorin  in  the  ntn  game. 

Game  9. — A  very  ingenious  resource  under  the  circumstances,  that  Black  is  two  Pawns  ahead,  and 
White  at  any  rate  equalizes  that  material  advantage  by  force.  Any  other  line  of  play  would  have 
left  Black  with  an  easily  winning  superiority. 

Game  9.— This,  we  believe,  is  the  simplest  and  best  plan.      After  22 RX?;  23  R— Kt;,  White 

will  obtain  a  strong  attack  either  by  R— Q  sq.  or  R— QKt  sq. 

(Continued  on  page 


Game  9. 

Evans'   Gambit. 

White, 
M.    TSCHIGORIN. 

Black, 
W.  STEINITZ. 

jP-K4 
lp-K4 
9KKt-B3 

"QKt-B3 
qB-B4 

,P-QKt4 


P-QB3 


"B-R4 

6  Castles 
Q=BI- 
7P-Q4 

'  KKt— K2 
B— KKts 


JfcS 


Kt— Q  sq. 

Q-R4 

115 


QKt-R3 

llp_QR3 

.0B-Kt3     116 


QR-B  sq. 


Q-Kt5 
.QKt-Kt 


5117 


^QXQ 

10PXQ 
jnRXB 


—  QB4 


QKtxP 


19 


II 
23 


P-B3 
BxKt 


RXKtP 


KR—  QKtsq. 
RXR        [118 


R-Ktsq.  119 


B-B3 
R-K 


sq.120 


R—  QRsq. 


R-Kt2 


STEINITZ. TSCHIGORIN  GAMES. 
i 

Game  10.          Game  11, 


Game  9— cont'd. 
10P-KR3 


K-Q3 
Kt-Q2 


qnP~B3 
oUpZTBT 


33 


•R-R6 
>Kt— Kt  sq. 

K— K2 
P—Kt 


R-R6 

PXP 


Kt-Ktsg. 
UUR_  KKt6 


R- 


Kt_Q2_ 
U«R— KKt6 


122 


.  .  Kt— Esq.  123 
41B-Q4 


K-K3 


124 


R—  QR; 
Kt-K3    126 


)R— KKt5 

]K-Kt4C  ' 
ch. 


JR_Q6 

,  Kt— QB4  ch. 


KXB____ 

°"R— Q8125D* 
127 


—  K6 

—  Kt2 


- 
K-B3 


K-]B2_ 
ODR-KB8 


57 


Resigns. 


1  See  Diagram  page  176. 


Jrrgeular    Opening. 

White, 
W.  STEINITZ. 

Black, 

M.    TSCHIGORIN. 
.KKt— BS 


B— 


uQKt-B3  128 
.P-K3 

4P-K4 
rQ-Kt3    129 
°BxKt 
nPXB 

°KPXP      180 

BPXP_ 
/Kt— K4 

n?X? 

OKt— Q2 


Kt-B3     131 
UQ— K2  ch. 


Kt—  B3132 
B-QKt5 


1.133 

.  Castles  0  side 
10p_QR3 
,  .B— R4 


.  -KR-Kt  sg. 
10p-KKt3134 

1  RB^R6 
IDpHi 


B-Kt3 


18 
19 


21 


-Kt3 
KR— K  sg. 

K— Q2 

B— KB4   135 

R— QB  sq. 

P-QR3 

Q— R4 

B— KKts  136 

Kt— Ktsq  13  7 


23 


Kt-K4 


R-QKtsq  138 
Kt— E6ch. 

.RXKt    '    Df 


Evans'    Gambit. 

White, 
M.   TSCHIGORIN. 

Black, 
W.   STEINITZ. 


p—  K4 
KKt-B3 


B-B4 


3=E 


P-QKt4 


P-QB3 


B—  R4 

Castles 


Q-B3 


1  KKt— K2 
0B-KKt5 
OF; — 7^ — 


Q-Q3 


Kt-Q  sq. 

Q~R4 


p_QR3 

B-Q3      140 


141 

iqQR.Ktsql42D- 

luB-Kt2    143 

.  .Kt-B4 
HrTZi 


Q-B4 
B-K 


16 


BX 


PXQ 

KR-QBsql45 


BXP 


146 


KtxQP  ch. 


KtxKt 


|R-Kt7  ch. 

~147 

5ch. 


K-Q 

P-K 


QXBPch. 
fiDKt— Q2    139 

97?^ 

" '  Resigns, 
t  See  Diagram  page  176. 


n!=?L 

fi  /  R_B6 


148 


Game  11—  conftf. 
B-K4ch. 


Resigns. 


$  See  Diagram  page  176. 


STEINITZ-TSCHIGORIN  GAMES.  179 

(  Continued  from  page  i  f  7  .  ) 

119.  Game  9.  —  An  excellent  move,  which  at  any  rate  renders  Black's  winning  more  difficult.      If  he  al- 
lowed Black  time  to  institute  a  double  attack  with  R  and  B  against  the  QRP,  his  game  was   gone 
speedily. 

120.  Game  9.—  If  25  Kt—  Q2,  25  R—  Q  sq.  ;  26  R—  Kt2,  26  BxP;  etc. 

121.  Game  9.  —  Black,  we  believe,  could  have  here  sooner  forced  the  victory  by  30.  .  .  .K  —  64;   for  if  31 
Kt—  Kt3  ch.,  31  K—  Kt5;  32  Kt-Q4  dis.  ch.,  32  K—  64;  33  R—  62  ch.,  33  KxKt;  34  RxB,  34  R 
XP;  35  R—  67,  35  P—  Kt5  and  Black  will  win  by  advancing  his  KtP  and  bringing  his  K  up  to  QR8. 

122.  Game  9.  —  Black  has  gained  time  by  his  manoeuvring  with  the  R  for  this  important  advance. 

123.  Game  9.—  Now,  the  only  move,  for  if  41  Kt—  Kt  sq.,  41  R—  Q6;  42  K—  K2,  42  R—  KKt6;  43K—  B 
a,  43  P—  R5;etc. 

184.  Game  9.  —  Very  weak.  Black  could  havd  won  with  facility  by  K  —  63,  which  would  have  secured 
two  Pawns  plus. 

125.  Game  9.  —  Not  good.     R—  Kt5  which  would  have  compelled  Black  to  retreat  R  —  R2  in   order  to 
maintain  his  P  was  by  far  better,  and  gave  him  good  hopes  of  a  draw. 

126.  Game  9  —  White's  K  is  cut  off,  and  Black's  passed  P  forces  the  victory.     See  Diagram  page  176. 

127.  Game  9.—  A  little  better  was  53  R—  Kt6  ch.,  53  K—  K4;  54  RxP,  but  Black  would  also  soon  win, 
even  in  that  case,  by  first  driving  the  adverse  King  further  off  with  54  ____  R  —  B8  ch,  ;  and  then  ad- 
vancing  the  P. 

Steinitz  v.  Tschigorin. 

128.  Game  10.  —  In  the  usual  form  of  the  Q's  gambit  into  which   this  opening   generally   resolves  itself 
the  present  move  is  not  considered  favorable  to  the  defence,  but  Black  adopted  it,    no  doubt,  with 
the  view  of  attempting  to  break  through  on  the  4th  move. 

129.  Game  10.  —  We  think  this  is  the  strongest  continuation  and  the  advantage  of  Pawns  which  White 
gains  more  than  compensates  the  breaking  up  of  his  centre  and  the  doubling  of  his  Pawns. 

ISO.  Game  10.—  Obviously  if  6.  '.  .B—  Kt5  ch.  ;  White  interposes  the  B.  But  it  should  be  noticed  that 
if  6  ____  QPXBP;  7  BxP,  7  Q—  Q2;  White  should  reply  simply  8  PxP  and  not  8  BX?  ch.,  where- 
upon after  8  ____  QxB;  9  QxP,  9  K—  Q2;  10  QxR,  Black  obtains  a  strong  attack  by  10  ____  QxB 
P  followed  by  KKt—  63  threatening  B—  Kt$  ch. 

131.  Game  10.—  White  might  have  won  another  P  by  QxKtP,  but  then  after  9  ____  Q—  K2  ch.  ;    10  B— 
K3  (or  10  K  —  Q  sq.,  IO  R  —  Kt  sq.  ;  II  QxBP,  II  Q—  63  with  a  strong  attack),  10  ____  Q—  Kt$  ch.; 
ii  QXQ,    nBxQch.;    12  Kt—  63,    12  KKt—  63;   Black  will  recover  one  Pawn  and  will  at  least 
prolong  the  fight. 

132.  Game  io.—  If  1  1  ____  O—  O—  O;    12  O—  O—  O,    12  Kt—  Kt3;   13  Q—  65  ch.    and  wins  the  BP,  for 
should  Black  interpose  the  R  then  follows  KB—  QKt5- 

133.  Game  io.—  If  12  ____  O—  O—  O;  13  P—  QR3,  13  Q—  Q3  (or  13  ____  Q—  R4;   14  O—  O,  with  an  irre- 
sistible attack);  14  QR—  QB  sq.  followed  by  Kt—  K4- 

134.  Game  io.  —  15  ----  O  —  O  would  have  also  given  him  a  very  bad  game  on  account  of  16  QB  —  KR6, 
and  if  16.  .  .  .Kt—  K  sq.;   17  Q—  KBs,  17  OKt—  63;    18  RxP  ch.,  18  KtxR;  19  R—  KKt  sq.,  and 


135.  Game  io.—  Threatening  BxP,  followed  by  KtXKtP  double  ch. 

136.  Game  io.  —  This  is  decisive  whatever  Black  might  do.     White  had  also  the  option  here  of  winning 
two  minor  pieces  for  the  R  thus:  21  RxB  ch.,  21  KxR;   22  B—  Ki5,    22  Kt—  Q2;   23  Kt—  K4,   23 
Q—  Kt3;  24  KtXKt,  24  KtxKt;  25  Q—  B6,  25  QxQ;  26  PxQ,  26  R—  K  sq.  ;  27   R—  Oj,   followed 
by  R  —  K3  ch.  and  wins  the  Kt.     The  play  in  the  text  is  however  stronger  still, 

137.  Game  io.—  If  QKtxP  White  may  proceed  with  RxB  ch.,  and  if  KKtX?  the  answer   BxB   wins 
equally.  v 

jA 

138.  Game  io.—  Nothing  better,  as  White  threatens  Kt—  65  ch.,  and  if  then  K—  K  sq.  he  proceeds  with 
Q  —  K4,  whereas  if  the  K  move  to  Q  sq.  Black  obviously  loses  the  Q  by  Kt—  Kt7  ch. 

(  Continued  on  page  18  1.) 


i  So 


STEINITZ-TSCHIGORIN  GAMES. 


GAME  No.   13. 

Move  41 R— Q6. 

Page  182. 
BLACK — W.  STEINITZ. 


• 


•  i 


mm. 


GAME  No.   14. 

Move  25.     B— R3. 

page  184. 
BLACK-— M.  TSCHIGORIN. 


WHITE — M.  TSCHIGORIN. 


WHITE — W.  STEINITZ. 


GAME  No.   15. 

Move  36 R— Q6. 

Page  1 86. 
BLACK— W.  STEINITZ. 


GAME  No.   16. 

Move  46.     P— B4  ch. 
Page  190. 

BLACK— M.  TSCHIGORIN. 


1  '  H 


•ill 


WHITE — M.  TSCHIGORIN. 


v    WHITE— W.  STEINITZ. 


STEINITZ  TSC1IIGOK1X   GAM  MS.  181 

(  Continued  from  page  179.) 

139.     Game  10.     If  26 KtxKt,  then  of  course  27  Q— K5  mate.     And   if  26 K— B  sq. ;  27  QxR 

ch.,  27  K— Kt2;  28  Kt— RS  ch.  and  wins,  for  if  28 PxKt;   29  R— Kt  sq.   ch.   and   mates  next 

move. 


Tschigorin  v.  Steinitz. 

140.  Game  1 1.— Compare  our  notes  to  the  9th  game  of  the  contest  up  to  this  point  where   Tschigorin 
here  played  B— Kt3-     The  move  in  the  text  is  by  far  superior  and  in  fact  it  wins. 

141.  Game  n. — There  seems  to  have  been  no  other  course  open  to  Black,  as  Kt — 64  was  always  threat- 
ened. 

142.  Game  II. — This  beautiful  waiting  move  wins  by  force.     See  Diagram  page  176. 

143.  Game  n.— If  13 Q— Krj;  14  BxKt.  14  KxB;  15  Q — 64  with  a  winning  attack. 

144.  Game  u.— Equally  bad  was  15 B— Q5;  16  KtxB,  16  PxKt;    17  BX?,  and  of  course  if  17 

QXB;  White  wins  the  Q  by  Kt— Q6  ch. 

145.  Game  1 1  .—White  would  have  made  shorter  work  of  it  by  P — Q6.     If  Black   replied   PxP  the  Kt 
would  retake  checking  and  win  a  piece,  whilst  wherever  the  KKt  moved  the  answer   PxP  would 
equally  win. 

146.  Game  II. — Again  llxP  followed  if  Black  took  the  B  by  P — Q6  would  win  most  speedily- 

147.  Game  II. — Black  had  only  the  choice  of  evils.     If  K — K  sq.,  White   would  double   the  Rooks  on 
the  7th  file  and  also  win  wii.h  ease. 

148.  Game  II — White's  victory  is  now  practically  settled. 


Steinitz  v.  Tschigorin. 

149.  Game  12.—  White  would  not  get  a  satisfactory  game  by  6  Q—  Kt3,  for  after  6  ____  BxKKt; 

7  BxKt  ch.  ;  8  PxB,  8  Kt-R4;  9  Q—  62,  9  KtxP;  10  BxKt,  10  PxB;  11  Q—  R4  ch.,  11   P—  63; 
12  QxP,  12  Q—  Q4;  we  slightly  prefer  Black's  game. 

150.  Game  12.  —  Necessary,  for  he  evidently  cannot  Castle  at  once  on  account  of  the  rejoinder  BxP  ch., 
followed  by  Kt—  Kt5  ch.  if  KxB. 

151.  Game  12.—  R—  B2  instead  was  much  better,  for  he  might  have  had  an  opportunity   after  doubling 
the  Rooks  of  retreating  his  B  ot  once  to  K  sq.,  which  saved  time. 

152.  Game  12.  —  Heie  again  White  ought  to  have  first  attacked  by  B  —  R5  compelling  the  advance  of  the 
QKtP  which  created  a  weak  spot  at  Black's  963. 

153.  Game  12.  —  Much  superior  to  19.  .    .Q  —  Kt4  to  which  White  could  safely   reply  20  B  —  Kt3   and   if 
then  20  ____  RXP  the  answer  21  BxKt  wins  a  piece. 

154.  Game  12.  —  Black's  attack  in  the  centre  is  now  exhausted  and  he  must  lose  a  P. 

155.  Game  12.  —  26....  Q  —  QR4  with  the  intention  ot  harassing  the  adverse   Q  with   his   Rooks  would 
have  failed  on  account  of  27  P—  QKt4,  27  Q—  R$  ;  28  B—  R4,    28  P—  KR3  ;   29  P—  Kts,    29  P— 

;  30  B—  Kt3,  30  QxKtP;  31  QxRP,  and  maintains  his  P  ahead. 


156.  Game  12.  —  Much  more  simple  and  better  was  Q  —  KB4,  threatening  to  enter  at  KR4  with  the  Q  if 
Black  refuse  to  exchange.     If  Black  answered  Q—  Q6  then  White  could   first  playK—  B2   followed 
by  R  —  Q2  and  Q  —  K3  constantly  gaining  time  by  offering  the  exchange  of  Queens. 

157.  Game  12.  —  Kt  —  R  sq.  as  done  later  on  was  by  far  better. 

158.  Game  12.—  38  P—  65,  38  R—  Kt$;  39  P—  Kt3  (or  39  B—  B2,  39   R—  65),   39  ____  Kt—  Kt4  would 
have  been  in  Black's  favor. 

159.  Game  12.  —  Careless  play  which  again  gives  Black  an  attack.     49  B—  K3,  49  RxR;   50  RXR,   50 
Kt—  Kt3;  51  Q—  K2,  51  Kt—  K2;  52  R—  67  would  have  given  White  an  irresistible  attack. 

(  Continued  on  page  fSj.  ) 


182 

Game  12.     Game  12-contu 

ooB-Kt3 

Jrregula  r    Open  ing.  fa  Q  p_KR4 

nnp-Kt3 


STEINITZ-TSCHIGORIN  GAMES. 


M. 


KKt— B3 

1P-Q4 
P-Q4 


nP-QB4 
OKt— QB3 


31 
32 
33 


Q-Kt4 


Q-B4 

K-Ktsq.156 
K— B  sq.  157 


4p-K3 
Kt-B3 

OB— Kt; 

B-Q2      149 
UKKt— K2 

B-Q3 
/B-KB4 

«BXB 


35^ 


Kt-Kts 


36^ 


37 


Kt— R  sq. 
P— 64 

Kt— B2 

B— B2      158 


39lEK3 


Q-Kt3 


)—  K3 


R_B3 


llR-QKtsq. 

Castles  K  side  .  gR— Kt3 
1 L  Castles  *  UK — R2 

OR— Bsq.        ijB-  B2 

13fc=K^ — 4%=RT~- 

B— Q2  151  irR— QBsq. 
14QKt-K2  ^^R-QBsq. 

R-B2  ISZ.pQR-QB^ 
lbp-QB3  ^DKt-K^ 


17 


KR— QB  sq. 

B-K  sq. 

KKt— R5 
KtxKt 


A7Q"R6 
* '  R— KKt  sq. 


RxRch.  159 


p-B3 


t—  B4    153 


50^ 


Kt3 


—  K3 


ICQ 


Q-R6 


161 


55R 


.K-Bsq.l54rnR- 
QxKtP 


R-KB6 


Q    Q-Kt4 
^/R-Kt3 


OOR_KS  JOQ_KKt2 

RxKtl62D*nnQ-K6 

1553/RxBch. 


UUR— KB8 

"OOR_QB8  163  Bl  And  wins. 
*  See  Diagram  page  176. 


Game  13. 

Evans  Gambit. 


White, 


29 


p__QR4 
B~K3 


M.  Tschigorin.         PxB 

Black,  "UP  -Rs 

W.  Steinitz.       f 


P-K4_ 
I?— K4 
«KKt-B3 


RXKt 


—  Ksq.172 


Kt— B3 
B-B4_ 
UB-B4. 


UUR— K3 
34R_R2 
35lvt— Bsq. 


173 


sq.174 


SB— R4 

ft  Castles 


OOK-K  sq. 
Kt-B4 

0/R-K2     175 


KKt—  K2 


38F= 


P-R6      176 


UUFJ_1 


uKt— Qsq.         U0p_  Kt3 
gB-KKtS164lftQ-R4 


-Q'3 
—  R4 


—  R5     177 


XUP— KB3 
B-QBsq. 

llB  —Kts 


179 


j.  ur — r>3 

B-Kt^ 
lOfi—  64 
.  .R-Qsq. 


,Q— B8ch. 

^R— K  sq.  ISO 

•KtxR 


—  OKt4 


Q-R6 


Q-R5 


47 


181 


R-B2 


t—  Kt2 


—  Qsq. 


Kt—  Kta  167 

Q-R6 


cnls 
ou^ 


KtxR 


KxKt 


K-B3 


QxPch. 


168       K-B3 
OOP_R4 


Game  13— cont'd. 
.nP-R6 


P-R7 


B— B;  ch. 

•  K — Q  sq. 
,R— Ktsq.l7O 

'Kt— Qs 


KXP 


-R8 


queenng 


K—  Q6 


R6 


Q-  Kts 


K— 


182  "  "  K—  R8 


^UK— B; 

t  See  Diagram  page  180. 


STEINITZ-TSCHIGORIN  GAMES.  183 

(  Continued  from  page  181.) 

160.  Game  12. —52 P — R$  was  here  suggested  afterward,  but  we  do  not  think  that  Black  would 

gain  anything  after  53  BxP,  53  RXP  ch.;  54  K— R  sq.,  54  R— Kt5;  55  B— B6,  etc. 

161.  Game  12.— This  is  a  weak  move  which  enables  White  to  gain  time. 

162.  Game  12.— Which  wins  by  force.     See  Diagram  page  176. 

163.  Game  12. — 58. . .  .Q — KKt2  suggested  by  Senor  Ponce  would  no  doubt  have  prolonged  the  game, 
but  even  then  White  would  have  obtained  a  sure  victory  by  59  Q— Q6,  59  R— Ky;  60  QxQP.  60  P 
— R5;  61  Q— KB3,  61  RxKP;  62  R— QR6,  62  Q— QB2;  63  Q— KB4  threatening  RxQRP  as  well 
as  QxP  ch.  and  should  win. 


Tschigorin  v.  Steinitz. 

164.  Game  13.  — In  order  to  bring  about  the  usual  blocking  position  it  is  better  to  play  Q — R4  first. 

165.  Game  13. — This  is  now  a  good  resource.     White  can  hardly  afford  to  take  the  B   for  the   sake  of 
gaining  the  KKtP,  for  after  Castling  Black  will  obtain  a  strong  attack  on  the  open  KB  file. 

166.  Game  13.— We  do  not  think  that  White's  attack  can  be  sustained  now  anyhow,    but  this   and   the 
next  move  get  him  into  trouble,  and  Black  ought  to  win  after  that. 

167.  Game  13. — The  repetitions  were  made  in  order  to   gain   time   for  consideration.      The   moves  on 
White's  part  are  of  course  compulsory. 

168.  Game    13. — Of  course  this  is  forced. 

169.  Game  13.  —The  best  defence,  we  believe.     If  23 Q— 63 ;  24  Q— 64,  24  Kt— Q3 ;   25  RxKt,   25 

BXR  (or  25 QXR;  a6  Q— 67  ch.,  26  K— Q  sq.;  27  B— K.3,  27  BxB;  28  PxB  with  still   a  fair 

game);  26  QxB7  ch.,  27  K— Q  sq. ;  28  QxKtP  and  White  has  still  a  good  attack  left. 

170.  Game  13.  —He  could  not  afford  to  allow  himself  to  be  driven  away  by  QR — Kt  sq.  subsequently. 

171.  Game  13.— Black  could  simplify  matters  easily  here  by  28 QxKP;  29  RxKt,  29  QxQ,  30  RX 

Bch.,  30  KxR;  31  BxQ,  31  QR— QKt  sq.  with  still  the  exchange  ahead  and  a  splendid  game. 

172.  Game  13- — A  very  feeble  move.     After  32.  .  .  .Kt — 65;  33  QR — Q  sq.  33  R — R2  followed   soon  by 
K— K2  there  was  nothing  left  for  White. 

173.  Game  13.  — An  excellent  move  which  helps  to  keep  up  White's  attack  for  a  long  time. 

174.  Game  13. — Better  we  believe  than   R— 62   whereupon   White  would   proceed   with   Kt— K   sq., 
followed  by  Kt— Q3  and  Kt— Kt4. 

175.  Game  13. — There  was  no  necessity  for  this,  and  K — B  sq  was  by  far  better- 

176.  Game  13.— Black  is  play  ing  recklessly.     After  38 K-Bsq.;   39  R— KB  sq.,   39  K— Kt  sq.; 

4°  Q — RS>  4°  Q — K-3  White's  attack  was  again  completely  booken. 

177.  Game  13.— An  extraordinary  blunder  for  such  an  important  game.     R— KB2  was  the  only  correct 
move. 

178-     Game  13. — Highly  ingenious.     See  Diagram  page  180. 

-179.     Game  13.— There  was  nothing  better,  for  White  threatened  QxBP  and  afterward  Q— R8  ch.,  and 

R— B6  mate.     If  for  instance  41 Q— Kt4;  42  QxBP,  42  K— Q  sq. ;  43  RxB  ch.  and  wins.     Or 

if  41 ...  .QXP;  42  s>xBP,  42  KtXR;  43  KtXKt,  43  K— Q  sq. ;  44  Kt— Kt7  ch.  and  wins. 

ISO.     Game  13.— No  better  was  44. . .  .K— 62;  45  QxR,  45  RXP,  46  Kt-B6,  46  R— B8;  47  QxB   ch., 
47   QXQ;   48  RxR  ch.  and  wins. 

181.  Game  13.— Simple  but  very  fine.     After  this  White  wins  with  the  greatest  ease. 

182.  Game  13.— A  forlorn  hope,     If  however  57 K— 65 ;  White  wins  easily  by  58  P— RS,  58  K— Kt4 

59  K— Kt3,  59  KxP;  60  K— 64,  etc. 

(  Continued  on  page  18 5 .) 


i84 


STEINITZ-GAVILAN    TSCHIGORIN-PONCE  GAMES. 


GAME  No.   I  7. 

Move  21.     KtXP  ch. 

Page  190. 
BLACK — W.  STEINITZ. 


m       mm. 

&•  •-• 


2%%^       ^ 
1 


GAME  No.   18. 

Move  22.     RX?  ch. 

Page  194.  -, 
BLACK — A.  GAVILAN  &  W. STEINITZ. 


•il  U 


mm 


lil 

feg 


WHITE— M.  TSCHIGORIN. 


WHITE — A.  PONCE  &  M.  TSCHIGORIN. 


GAME  No.  19. 

Move  31.     K — B2. 

Page  19-4. 
BLACK — A.  PONCE  &  M.  TSCHIGORIN. 


IB* 


GAME  No.  20. 

Move  24 P— Kt5- 

Page  i9'4. 
BLACK— A.  GAVILAN  &  W.  STEINITZ. 


WHITE— A.  GAVILAN  &  W.  STEINITZ. 


WHITE—A.  PONCE  &  M.  TSCHIGORIN. 


STEIN1TZ-TSCIIIGORIN  GAMKS  185 

( ( Continued  from  page  183.) 

Steinitz  v.  Tschigorin. 

183.  Game  14.— A  little  improvement  on  the  counter-attack  first  instituted  in  the  8th  game  of  the  con-^ 
test,  but  White  in  our  opinion  still  keeps  the  best  of  the  game,  as  he  can  immediately  neutralize  the 
action  of  Black's  Kt  with  his  own  Kt. 

184.  Game  14.  -If  8. . .  .PxP;  9  BxP,  9  KtxKt:  10  PxKt,  10  Kt-Kt5;  11  O-O— O,  with  a  fine  at- 
tack.    Or  if  8  . .  .KtxKt;  9  PxKt,  9  Kt— Kt5  (or  9. .  .  .Kt— R4;  10  Q— R4  ch.,  10  P— QB3;  II  B 
— Q2,  and  should  win);  10  P— K4  with  the  superior  game. 

185.  Game  14. — Better  than  14  KBPxKt,  for  though  a  P  is  temporarily  gained  after  14.    .  .Kt— B5;    15 

PXBP  ch.,  15  K-R  sq.  (best,  for  if  15 KxP  White  answers  P-B5  followed  by  B— QB4);    16  P 

—65,  1 6  B — K4  followed  by  Q— 63  recovering  the  P  with  the  better  game. 

186.  Game  14.— Q— Kt4  stopping  R— Kt  sq.  and  with  the  view  of  offering  the  exchange  of  Queens  by 
Q — R4  was  no  doubt  better  and  would  have  probably  equalized  the  game. 

187.  Game  14.— The  only  move  now.     If  16 Q— R4;  17  R— Kt4,  17  P— KKt4;    18  BxKt,  18  BxB; 

19  RxB  and  wins. 

188.  Game  14. — Preparing  the  formidable  next  move  which  he  could  not  adopt  at  once  on   account  of 
the  rejoinder  Kt — K7  ch. 

189.  Game  14.— The  better  defensive  plan  was  17 P— KKt4;  18  PxP,  <?•  /•  (or  18  Q— Kt3,  18  K— R 

2;  19  QxP,  19  QXQ,  20  RxQ,  20  K— R3  followed  by  R— KKt  sq.,)  18.  . .  .PxP;  19  Q— KKt3,  T9 
Q— 63;  20  BxKt,  20  BxB;  21  QxP  ch.,  21  QxQ  and  though  White  remains  a  P  ahead,   Black 
has  a  good  prospect  of  drawing  on  account  of  the  Bishops  remaining  of  opposite  colors. 

190.  Game  14.— 19  P— B4,  19  QxQ;  20  PxQ,  20  Kt — K2;  21  P— K5  would  have  also  won  a  piece  lor 
two  Pawns,  but  in  view  of  the  attack  which  White  retains  on  the  King's  side  he  preferred   not   to 
exchange  Queens. 

191.  Game  14.— Better  than  21  QxP,  21  QxP;  22  RxKt2,  22  Q— B6,  etc. 

192.  Game  14.— Preferable  was  24 R— Kt3,  for  if  25  P—  65,  25  Kt— K4;  26  B— K4,  26  P— Kt3  and 

Black's  game  was  defensible  for  some  time,  whereas  now  he  is  bound  to  lose  two  Pawns. 

193.  Game  14. — Much  better  than  B — Q5  ch.  for  Black  would  move  K — B  sq.  threatening  to  win  a  piece 
by  R— B4  should  White  capture  the  RP. 

194.  Game  14. — After  this  White  wins  with  consummate  ease. 


Tschigorin  v.  Steinitz. 

195.  Game  15. — Since  the  contest  was  finished  we  have  carefully  examined  the  leading  variations  aris- 
ing from  the  defence  initiated  on  Black's  previous  move  6. . .  .Q — B3  and  we  come  to  the  conclusion 
that  it  ought  to  be  favorable  for  the  second  player.     The  line  of  attack  adopted  by  White  in  this 
game  is  the  most  dangerous  to  meet,  but  we  believe  that  Black  by  a  little  amendment  of  the  devel- 
oping moves  can  make  his  game  secure  and  keep  the  material  advantage.      The  right  move  at  this 
juncture  is  7. . .  .Kt — R3  and  afterward  Kt — K2  instead  of  Kt — Q  sq. 

196.  Game  15.— To  the  attack  adopted  by  Mr.  Tschigorin  in  the  5th  game  at  this  point,  viz  8  Q— Kt3^ 
8  O— O;  should  be  added  the  following  line  of  play,  9  Kt— R3,  9  PxP   (best,   for  as  Mr.   Ranken 

points  out  in  the  British  Chess  Magazine,  if  9 P— QR3;  10  BxP  ch.,  10  RxB;  II  Kt— 64,  n  Q 

— Kt3;  12  QKtxP,  12  KtxKt;  13  KtxKt,  13  Q-K3;  14  KtXR,  14  KxKt;  15  BxKt,  15  QxQ  ! ; 
16  PXQ  with  an  excellent  game);  10  PxP,  10  Q— Kt3;    11  P— Q5,  n  Kt— Q5;    12  KtxKt,  12  Qx 
B;  13  P— Q6,  13  Kt— Kt3;  with  the  superior  game. 

197.  Game  15.— The  idea  on  which  this  is  based  appears  to  us  still  correct,  subject  to  its  being  prepared 
in  the  manner  suggested  above.      As  will  be  seen,  in  practical  play  Black  succeeded  in  extricating 
himself  in  spite  of  the  large  odds  against  him  in  consequence  of  his  pieces  being  imprisoned.     But  it 
should  DC  noticed  that  Black  could  not  allow  a  hole  to  be  formed  at  his  Q3.    If,  for  instance,  12.  ... 

(  Continued  on  page  187.) 


[86 

Game  14, 

Irregular    Opening. 

White, 
W.    Steinitz. 
Black, 
M.  Tschigorin. 
.  KKt—  B3 

STEINITZ-TSCHIGORIN  GAMES. 

Game  15, 

Evans'    Gambit. 

White, 
M.   TSCHIGORIN. 
Black, 
W.  STEINITZ. 
,P—  K4 

lp-Q4 

op-Q4 

9KKt—  B3 

"B—  Kf; 
«P-B4 

qB-B7B3 

"OKt-B3 

"B—  B4 
^P-QKt4 

rQ-Kt3                                                                                    *P-B3 

pKtPxB 

*<B-R4 

co  —  o 

°KKt—  K2183 
7Kt-B3 

OQ—  B3 

'PXQP 

pKtXP 

'KKt—  K2195 
pP-Q5      196 

°QR-Ktsql84 

°Kt—  Q  sq. 
nQ-R4 

"Kt—  Kt3 

°B-Kt3 
B—  KKt5 

11P~B4 

HKt—  R3 

llo-o 

P-QB3 
QR-Qsq. 

12gKt—  K2 

l6Q_Ktsq.!97 

QBPxktiaa 

.  .P—  Q6  ch. 

14Kt-Bs 
-Q-KB3 

«K—  B  sq. 
rKtxP       198 

lUQ_R5      186 
.  pR—  Kt  sq. 

10p_KB3    199 
.  nKt-B3 

1«P-KR4  187 
,  7K-Kt  sq.  188 

A  rrP—  K5      2OO 

1/P_B4      189 

4  0Q-KKt3 

—  yKt4 
jpBxP                                    9pKtxKtch. 

AOKt-I^s 

4  nQxB      190 

Came  14   cont'd                        1  QKt><P                               9QR-R3     207 

1JQxPch. 
nnK-Rsq. 

loKt-K3    201                     ^B-K5 
9QQXRP     193                       OflPXP                                      nnQ-KHch. 

*UQXBP 
n-Q-Kts     191 

""Kt-Bsq.                             "UPXP                                    »«B—  Kt3 

filQXQP 

nnP-B4 

Jvt  —  K3                                       K  —  -B2      2O2                          Q  —  Kt3 

**P-Kt4 
9QB-Kt2 

ntQ—  R7ch.                              nnQ-Kt4ch2O5                      qqKR-Q  sq. 

8~a 

0  A  V  —  "-^5 

QQR  —  QB  sq.                            n|Q—  R5ch.                            Qy,P—  QB4 

^p___B4      192 
9_B-R3        D* 

U«R_QR3                                          U^K—  Kt2                                          "*RXP. 

nnp—  B5      194                    .-KKt—  Q42O6                   or^~B3 

"OR—  Kt3 
npBXP 

n,Q-R8ch.                             i»«KtXB                                    nnQ~Kt5 
x/l                                                  vR                                                QC 

•""KR—  B3 
??B-K4 

U^K—  K2                                   flDR—  Esq.                              UUR-K5        Df 
^--^XPch.                                     R_Q3                                  --Resigns. 

b  \  0—02 

"«  Resigns.                                 "'B—  Kt2                                 "' 

*  See  Diagram  page  180. 


t  See  Diagram  page  180. 


STEINITZ-TSCHIGORIN  GAMES.  t  187 

(  Continued  from  page  185.) 

P— KB3;  13  PXP,  13  QXP;  14  Kt-KtS,  14  ?XB  (or  14. . .  B— 64;  15  B-K3,  etc.);  15  KKtxK 
p}  15  Q— 64;  16  Kt— Q6  ch.,  16  K— B  sq.;  17  QxP,  with  a  winning  attack. 

198.  Game  15.— Not  as  good  as  Q— Kt4  played  by  Mr.  Tschigorin  in  a  subsequent  game. 

199.  Game  15.— Black  could  now  have  obtained  a  great  superiority  by  15 6—64;    16  BxP,  16  P — 

QKt4;  17  Q-Kt3,  17  BxQP;  18  P— KB4,  18  6—64  ch.;  19  K— R  sq.,  19  P— Q3;  etc. 

200      Game  15. — Excellent  play.    The  attack  which  White  obtains  is  quite  worth  the  piece  which  he 
gives  up. 

201.  Game  15.— This  seems  to  have  been  the  only  move  not  so  much  in  order  to  protect  the  exchange 

as  to  prevent  other  vehement  attacks,     If,  for  instance,  19 Kt— 62;  20  Kt — 67,  20  PxP;  21  Kt 

XP,  21  KtxKt  (or  21...  .BXP;  22  RxB,  22  KtXR;— if  22.    .  .QxKt;   23  Q— 64,  etc.,-23  Q— B 
4  ch. ;  23  K— Kt  sq. ;   24  Kt— Q5  and  wins);   23  Q— 64  ch.,  23  Kt— 62;   24  R— K  sq.,  24  B— Kt2; 
25  R — 67  and  wins. 

202.  Game  15. — A  careless  move.     He  ought  to  have  played  K — Kt2. 

203.  Game  15.— For  White  could  now  get  his  Kt  into  play  by  22  Kt— K$  ch.,  which  Black  could  not 
venture  to  capture  e.  g.,  22  Kt— K  5  ch.,  22  PxKt;  23  R— Q3,   23  P— KR3  (there  is  nothing  better 
as  White  threatens  Q—  K7  ch.  followed  by  R— Kt3  ch.);  24  Q— K7  ch.,  24 K— Kt3;  25  R— Kt3ch., 
25  Kt— Kt4;  26  P— KR4,  26  R— R2;   27  P— RS  ch.,  27  K— 64;  28  RxKt  ch.  with  an  irresistible 
attack. 

204.  Game  15. — Again  careless  play.     K — Kt2  was  correct. 

205.  Game  15. — La  Revista  del  Ajedrez  justly  points  out  that  White  could  have  won  here  by  23  Q — K8 
ch.,  23  K— Kt2;  24  Q — K7  ch.,  24  K — Kt  sq.;   25  Kt— K5,  25  PxKt;   26  R— Q3,  with  an  irresisti- 
ble attack. 

206.  Game  15. — This  attack  is  ineffective.     He  ought  to  have  been  satisfied  with  a  draw. 

207.  Game  15. — Completely  throwing  away  an  important  move.      He  evidently  overlooked  the  oppo- 
nent's telling  reply.     Q — Kt4  ch.  to  which  K — R  sq.  was  the  best  answer,  followed  by  QxP  would 
have  enabled  him  to  make  a  much  longer  fight. 


Steinitz  v.  Tschigorin. 

208.  Game  16— This  leaves  the  KP  weak.     Usually  P— QKt3  is  played  at  this  juncture. 

209.  Game  16.  — Quite  safe  now  as  White  can  maintain  the  chain  of  Pawns  by  P — QKt4  in  reply  to  P  — 
QKt3  without  being  liable  to  have  his  Pawns  broken  up  by  P — QR4,  as  he  would  then  answer  P — 

QR3- 

210.  Game  10. — An  error  which  costs  time. 

211.  Game  1 6. — Obviously  if  P — Kt3  Black  would  sacrifice  the  Kt  for  two   Pawns  with  an  irresistible 
attack. 

212.  Game  16. — The  tempting  19. ..  .P — 65  was  not  good  on  account  of  20  B — K2,  and  if  20. . .  .P — K 
65 ;  21  B— 63,  21  Q— Kt4  (of  course  if  21 QXP;  22  B— Cj4  and  wins);   22   P— K4  with  the  su- 
perior game. 

213.  Game  16.— Clearly  best,  for  he  could  not  allow  White's  Kt  to  enter  at  QB7- 

214.  Game  16. — Loss  of  time.     B — B  sq.  was  much  better. 

215.  Game  16.—  If  23  P— 64,  23  Kt— 62;  24  BxKt,  24  BxB;   25  RX?,  25  B— K3;   26  QR— Q  sq.,  26 
QBXRP  with  the  better  game. 

216.  Game  16. — Not  good.      He  could  more  safely  play  31 

33  QXB,  33  BXP  ch.;  34  K-R  sq.,  34  B-Kt6;  35  KB-. 

217.  Game  1 6. — Black  had  probably  contemplated  35.  . .  .RxKt;  but  found  on  further  examination  that 

^      /^ 

V    <* 


.  .B-Q3,  for  if  32  Kt-K6  ch.,  32  I!XKt;       * 
-QB4,  35Q-Ksq.;etc. 

Kt 

(  Continued  on  page  189 . ) 


188 

Game  16. 

Irregular    Opening, 

White, 
W.  STEINITZ. 

Black, 
M.   TSCHIGORIN. 

KKt-B3 
IP— KB4 
9P-Q4 
*P-K3 


P-QB4 


KKt—  83 


rKt-B3 

°Castles 
0B-Q3 


P—  Q4      208 


P_QB3 
P-  B5 


209 


°QKt-Q2  21O 
gKt-Kts 

DKt-Kt  sq. 

inF-B3 
lUQ— B2 
..Q-B2 


B-R5 
Kt—  B 


-R    ch. 

211 


1^QXP 

.  p  Castles  K  side 

10B-K2 

1RKt-K2 

iDpn 


17 


PXP 
Kt-Q4 


Kt— ] 


1  "QKt— B3  212 

9(1B-E3 

"UQ-Ktsq.213 

0,KR-Qsq. 


22 


24 


214 


Kt— KB3 
Kt-KR3  215 

B~Bssqq: 

t— KB2 
t— B4 


STEINITZ-TSCHIGORIN  GAMES. 

Game  17. 


Game  16—  cont'd. 


—  K4 


—  Bsq. 


•Kt— Qsq.  216 
,Q-K3 

jB-B42 


R—  Rsq.  217 


uUKtxKt 
n  rr     XKt 
0/R_R5 

nnBxPch.  218 


39 


QXBch. 


RxQ  ch. 


RXP         219 


K.t— Q6 


L— R6  ch. 


•P— QKt3 

}P— Kt4 

»P— B422OD* 

JK— Q5      221 

tPch. 


RXKt 


R-Q2 
01K-B6 

52 


R-K2 


Evans'   Gambit, 

White, 
M.  TSCHIGORIN, 

Black, 
W.   STEINITZ. 

.P— K4 
lp-K4 

nKKt— B3 
nB-B4 


P-B3 


UB-R4 

B  Castles 
o~ 


Q-B3 


'KKt— K2 
P-Q5 


"Kt— Qsq. 

pQ-R4 

U5 — 5771 


10 


LiP-QB3 

\  oQR-Q  sq. 

1ZiQ-Ktsq. 


16 


,P— Q6  ch. 

'K— B  sq. 
•Q—  Kt4    222 
JP— KB3 
B— Kt3    223 

P— KKt3 
Kt-B4 

K— Kt2   224 

P-QR4 
Kt— B2 


PXKt 
BxKt 


KtXPch.225 


n9Kt— B4 


90^1 
6UQ_R2 

%  .P— Kt6 


—  Ksq. 


229 


'Resigns. 
*  See  Diagram  page  1 80. 


—  Kt6 


Game  17— cont'd. 
QR-QKtsq. 


onKt-R4 
"OR-.R5 

nnR-Kt4 


n  \  v — v 

dliC^Ktsq. 

QOKt-K3 


R-R4     230 


KR—  R 


sq. 


R— R8 
OOR-Kt4 
npR-Kt8 
OOp_OB4 


RXP 

KR—  R8  231 


oq1^^ 

OOR  — B3 

P-B4      232 
^UP-QKH 


B—  R3 
RxR 


45 


Kt-K3 


>-B4 


,Q-] 


51 


p— BS 

Kt— B2 


Q-K4     233 
Q-Rsq. 


IK— B3     234 

Kt— B2 

.Kt— Kt4 
>B— Kt2    235 

,K— Kt  sq. 


r7P-B^ 
0/B—  B  sq. 


Game  17— confd. 

cq^=2? 

OHK-K4 
finKt-Q3ch. 

DUKxP 


•K-K4 
,K-K3 


K—  B3 
Kt-Q3 


p    R4 
Kt-B5 


B    B3 


>-R5 


Kt-K4ch. 


KXB 


Drawn  Game. 


t  See  Diagram  page  184. 


STEIN1TZ-TSCHIGOKIN  GAMES.  189 

(  Continued  from  page  183. ) 

White  then  wins  by  36  QxR,  36  QxKt;  37  BxKt,  37  PxB  (best,  for  if  BxB  he  is  mated  by  Q— Q 
6  ch.);  38  Q— R6  ch.,  38  K— K  sq.;  39  Q— R$  ch.,  39  K— B  sq.  (or  39. . .  .K— Q2,  40  QxBP  ch.); 
40  QXRP,  40  Kt-K3;  41  RxKt. 

218.  Game  16.— This  at  last  breaks  into  the  adverse  game  and  White  is  bound  to  win  another  P  after- 
ward. 

219.  Game  16. — Perhaps  Kt— 63  was  more  simple  and  would  have  also  won  a  second  P,  as  Black  had 
nothing  better  than  KxR,  since  White  threatened  to  win  a  piece  by  R— K8. 

2  2O.     Game  16, — This  is  decisive.     See  Diagram  page  180. 

221.     Game  16.—  RxP  was  the  best  under  the  circumstances,  but  of  course   vVhite  would  then  have  re- 

plied  KtxKtP,  winning  slowly  but  surely.     If,  however,  46 K— Q4;  47  KtxBP,  47  Kt— 62;  48 

R— B6,  48  Kt— R  sq. ;  49  Kt— K3  ch.,  49  K— K-5;  50  Kt — 62  and  wins.      Obviously  if  46 
White  would  answer  R — R4  ch.  followed  by  exchanging  Rooks  and  KtxKtP. 


Tschigorin  v.  Steinitz. 

222.  Game  17. — Compare  up  to  this  our  notes  to  the  I5th  game  of  the  contest.      The  move  in  the  text 
is  the  most  powerful  continuation.      It  is  a  waiting  move  that  prevents  Black  from  playing  B — 64, 
and  keeps  the  latter 's  pieces  shut  up  for  a  long  time. 

223.  Game  17. — Still  stronger  is  we  believe  16  K--R  sq.  with  the  following  probable  continuation:    16 
. . .  .P— KKt3;  17  KtXP,  17  PXKt;  18  P— KB4,  18  R— K  sq.;  19  PxP  dis.  ch.,    19  K— Kt2;  20  P 
^-K6,  20  KtXP;  21  BxKt,  21  RXB;  22  P— KS,  22  RxP;  23  Q— KR4,   23  R— K3;  24  Q— KB4 

and  wins. 

224.  Game  17. — This  is  grievous  loss  of  time.     Much  better  was  17 Kt — B2;  for  if  18  KtXB,  18  PX 

Kt;  19  BxKt,  19  KxB;  2oKtxP  ch.,  2oK — Kt2;  and  Black  still  keeps  the  superiority  on  the 
Queen's  side. 

225.  Game  17. — A  highly  ingenious  sacrifice.     See  Diagram  page  184. 

226.  Game  17.— If  21  PxKt;  22  P— KB4,  22  R— K  sq.  (or  22 PxP;   23  RX?  ch.,  followed  accord- 
ingly by  Q — 64  ch.  or  Q — Q4  with  or  without  ch.  winning  in  a  few  more  moves);  23  PxP  dis.  ch., 
23  K— Kt2;  24  Q— Q4,  24  Q— R2;  25  Q— B2,  25  P— QKt4;  26  R— Q4,  and  wins. 

227.  Game  17. — The  only  move  that  gave  him  any  hope  of  releasing  himself. 

228.  Game  17. — Kt— Kt6  would  have  compelled  Black  to  give  up  the  exchange  by  PxP  and  then  to 
fight  it  out  as  well  as  he  could  for  a  draw ;  for  if  the  R  moved,   White  would  answer  P — R5  with 
still  more  effect. 

229.  Game  17.— Better  than  Q— Kt6,  in  which  case,  White  would  reply  Kt— Q2  followed  by  P— KB4, 
whereas  if  White  now  pursue  the  same  plan  Black  would  answer  R — R7,    threatening  RxKP  in 
case  White  advance  P— KB4. 

230.  Game  17. — Much  better  was  P — QB4  with  the  view  of  playing  P — 65. 

231.  Game  17. — A  serious  error.     He  ought  to  have  exchanged  Queens  first  and  then  the    move  in  the 
text  would  have  won  a  piece,  for  obviously,  if  Black  defended  afterward  by  R — 63,  White  would 
answer  Kt— Q$  followed  by  Kt — 67. 

-232.     Game  17. — A  weak  move  that  enables  Black  to  extricate  himself  with  even  forces  and  the  superior 
game. 

233.  Game  17. — This  weak  move  was  the  consequence  of  a  miscalculation.      He  could  have  won  here 
by  51 ...  .Q— Q7I  52  Q— R  sq.  ch.,  52  K— B2;  53  Kt— Kt  sq.,  53  BX?;  54  KtXB,  54  P— B6;  55  Q 
—KB  sq.,  55  QxKt  ch.;  56  QxQ,  56  PxQ;  57  KxP,  57  K— K3  and  wins. 

234.  Game  17. — If  he  played  B— R5  White  would  still  answer  Kt— 62,  for  if  then  BxKt  the  BP  would 
advance  to  B6  winning.      It  was  this  which  Black  had  overlooked  when  he  allowed  Queens  to  be 
exchanged  instead  of  playing  Q — Q7  on  the  5ist  move. 

235.  Game  17.— This  secures  the  draw  in  the  simplest  manner.       It  was  obviously  of  no  use  to  play  for 


190 


STEINITZ-GAVILAN    TSCHIGORIN.PONCE  GAMES. 


Game  18. 

Evans1  Gambit. 

White, 
A.  PONCE 

AND 
M.   TSCHIGORIN. 

Black, 
A.  GAVILAN 

AND 

W.  STEINITZ. 


1 


P-K4 


P—  K4 
ftKKt—  83 


"QKt—  B3 
0B-B4 


P—  QKt4 


5£ 

e 


R4 

Castles 


Q-B3 


1  KKt  -K2 

8P-Q5 


Kt—  Q  sq. 

Q-R4 


llp_QB3 

9QR-Q  sg. 

lfiQ__Ktsq. 
.nBxKt 


P-Q6ch. 


1rQ-Kt4 
**P— KB3 


236 


Kt—  82 

Kt-R4 


*»P— KQ    237 

,  pK-R  sq. 

Ife 


19 


sq. 

—  KB4 


pxP 


238 


239 

ch.24O 


23 


Kt-B5ch. 


QR-KBsq. 


Game  19. 

Irregular    Opening, 

White, 
A.  GAVILAN 

AND 
W.  Steinitz. 

Black, 
A.  PONCE 

AND 

M.  Tschigorin. 


p-Q4 


KtPxB 


BXP 


244 


XP 


xOch. 


QxO 

KxQ 


Kt-B3 


QKt- 

P-B4 


P—  KKt4 


245 


H)K?KP 

..B-Ktsch.246 
llp_ 


B-K2 


—  KR3 


pxp 
BXP 


15 


BXB 


RXB 
Kt-B3 


-B2     247 


QR-KKt  sq. 


\  qR— Kt5 

1SKt-Kt3 

20K-°2 


RXP 


K3 


-  R6ch. 


R-Kt3    248 


'Resigns.  243         ' 

*  Sie  Diagram  page  i 


Game  19-cont'd. 


Kt-K3 
,R— Kt  sq. 

'QKt-B5249 


R— QKt  sq. 
Kt — Kty  ch. 
K-B2  25O  Df 


ulgKt-Bsdis.ch. 
K-K3      251 
0"Kt— Ktych. 


Game  20. 

Evans'    Gambit. 

White, 
A.  PONCE 

AND 

M.  TSCHIGORIN. 

Black, 
A.  GAYILAN 

AND 
W.  STEINITZ. 


P-K4 


LP— K4 
fKKt— B3 

|B-B4   3 

>B-B4 
,P-QKt4 


SB— R4 

Castles 

B< 


Q_B3 
P"4 


IB— Kt3    252 

Kt— QR3253 
OKt-KR3  254 


BXKt 


Castles     255 


Kt-B4 


KtXP 


p_Q3 

B—  B4 


ch. 


JB— K3 


256 


•J  Q     ^ 
AOK-Rsq. 


JP— Kt3    257 

>B-Kt4 

B-B3      258 


JR— KKt  sq. 
,P— KR3  259 


261 


. 
Drawn  Game. 


t  See  Diagram  page  184. 


P-Kt5    262 


Game  20-confd. 


a  /  R— R5  ch. 
K-Ktsq. 

^OR-] 


65 


'R— R5  ch. 
.K— Kt  sq. 

»R— B;      263 


33 


K — Kt  sq. 
R — K  sq . 


RXP  ch. 
Resigns.  2S4 


JSee  Diagram  page  184. 


STEINITZ-GAVILAN    TSCllIGORIN.PONCE   GAMES.  191 


CONSULTATION  GAMES. 


Ponce  and  Tschigorin  v.  Gavilan  and  Steinitz. 

236.     Game  18. — Compare  our  notes  to  the  I5tn  and  lyth  games  of  the  main  contest. 

237  Game  18.— Loss  of  time.  The  Black  party  had  nothing  to  fear  from  Kt— 65,  and  they  ought  to 
have  retreated  B— Q  sq.  at  once.  If  then,  for  instance,  18  Q— 64,  18  Kt— Ry,  19  Kt—  65,  19  P— 
QKt4;  etc. 

238.  Game  18.— This  gives  White  a  powerful  attack  which  was  extremely  difficult  to  parry. 

239.  Game  18.— Certainly  an  error,  but  only  on  account  of  the  most  ingenious  rejoinder  which  White 

had  in  store.     The  best  defensive  plan  was  21 K— Kt2;  with  the  probable  continuation  22  QxB 

P,  22  R— B  sq. ;  23  P— K6,  23  PxP;  24  P— Q;,  24  QxQ;  and  Black  will  have  three  Pawns  for  the 
piece  with  a  good  game.       But  21 ...  .P — KKt4  was  also  of  no  use  on  account  of  22  Q — 64  ch.,  22 
K— B  sq.;  23  Kt— 65,  23  PxP;  24  Q— K4,  24  6—63;  25  Kt— B4,  etc. 

240.  Game  18. — As  will  be  seen  from  our  analysis,   this  sacrifice  is  as  deep  as  it  is  beautiful  and  forms 
one  of  the  finest  instances  of  brilliant  combination  play.     See  Diagram  page  184. 

241.  Game  18.— If  22 PXR;  23  QxP  ch.,  23  K— Kt2;  24  R— KB  sq.,  24  R— Kt  sq.  (or  24 P— 

QKH;  25  Q— B;  ch.,  25  K— R3;  26  Kt— 65  ch.,  26  PxKt;  27  RxP,  27  B— Kt4;  28  P— KR4  and 
wins.     Or  if  24. ..  .BxKt;   25  Q— Q4  ch.,  25  K— Kt  sq. ;  26  Q— QB4  ch.,  26  K— Kt2;   27  R— B7 
ch.  and  wins);  25  Q— Q4  ch.,  25  K— R3;  26  R— 67,  26  B— Kt4  (or  26. ..  .P— KKt4;  27  Q— K4,  27 

R_Kt3— if  27 PxKt;  28  QxP  at  R7  ch.,  followed  by  R— 65  ch.  and  Q— R$  mate—;  28  RxP 

ch.,  28  KxR;  29  QXR  ch.,  29  K— R  sq.;  30  Kt— 65  and  wins);  27  Q— Kt4,  27  QxP;  28  Kt— 65 
ch.,  28  PxKt;  29  Q— R'3  ch.  and  wins. 

242.  Game  1 8.— The  Black  allies  might  have  somewhat  prolonged  the  game  by  25 K — R3;  when 

the  game  might  have  proceeded:  26  Q— 65,  26  P— Kt4;  27  QxP,  27  R— Kt4;  28  RxR,  28  BxR; 
29  R— B6  ch.,  29  BxR;  30  QXB  ch.,  30  K— R4;  31  P— KR3  and  mates  next  move. 

243.  Game  18.— Nothing  to  be  done  for  White  will  proceed  with  R— B8. 


Gavilan  and  Steinitz  v.  Ponce  and  Tschigorin. 

244.  Game  19.— If  6. . .  .PxP;  7  Q— Kts,  7  Q— K2;  8  QxP  (8  BxP  ch.,  8  QxB;  9  QxP,  9  P-  63;  10 

QXR,  10  B— Q3;  followed  by  Kt— 63  would  be  bad  for  White),  8 Q— Kt$  ch. ;  9  QxQ,  9  BX 

Q  ch. ;  10  B— Q2  with  the  better  game. 

245.  Game  19. — 10  P— K6,  10  PxP;  n  PXP,  n  P — K4;  12  Kt— 63  were  far  superior. 

246.  Game  19. — To  prevent  either  of  the  adverse  Knights  from  entering  at  QB3,  which  would  have 
been  inconvenient,  as  White  had  to  advance  the  KP  sooner  or  later,  and  his  Q4  square  would  form 
a  convenient  post  for  the  adverse  Kt. 

247.  Game  19.— So  far  the  White  allies  had  still  the  better  game,   but  they  lose  time  here,  for  K— Q2 
with  the  view  of  supporting  the  Pawns  on  the  King's  side  by  K — K3,  was  much  superior. 

248.  Game  19. — The  White  allies  injudiciously  try  to  maintain  the  attack  on  the  King's  side  which 
could  not  be  well  enough  supported,  since  Black  after  removing  the  R  could  at  least  effect  the  ex- 
change of  the  adverse  B  for  the  Kt  by  Kt— R4  in  case  White  advanced  the  BP.      R — Kt  sq.  with 
the  view  of  advancing  the  Pawns  on  the  Queen's  side  as  was  done  later,  gave  more  prospects  of 
success  for  White's  game. 

249.  Game  19.— If  28 P— QB4;   29  P— R4,   29  Kt— Q5;  30  R— Kt5,  30  P— Kt3;  31  P— RS  with  a 

good  game. 

(  Continued  on  page  192.) 


192  STEINITZ-GAVILAN    TSCHIGORIN-PONCE    GAMES. 

(Continued  from  page  zg r.) 

2  SO.     Game  19.— It  was  of  no  use  trying   to   escape   the  draw  by  K— Q3,  for  after  31 QKt— 65  ch.-, 

White  could  not  retreat  32  K— Q2  on  account  of  32. . .   Kt— Q5;   33  R— K  sq.,    33  QKtXB;   34  Kt 
XKt,  34  KtxP  ch.  and  wins.     See  Diagram  page  184. 

251.     Game- 19.— Best.     If  32  K— Kt  sq.,  32  R— Kt;  ch. ;   33  K— B  sq.  (or  33  K— R  sq.,  33  KtxB  with 

a  sure  draw  at  least  and  a  good  prospect  of  winning),    33 Kt— Kt4  threatening  Kt— R6  with  an 

excellent  attack. 


Ponce  and  Tschigorin  v.  Gavilan  and  Steinitz. 

252.  Game  20. — A  deviation  from  the  course  adopted  in  the  main  contest  between  Messrs.  Steinitz  and 
Tschigorin  which,  however,  might  only  lead  to  a  transposition  in  the  order  of  moves. 

253.  Game  20. — For  we  think  that  White  might  have  proceeded  with  8  Q — R4  with  the  view  of  advanc- 
ing P — Q5  to  which  Kt — R4  would  not  be   a   good  reply,  as  White  would  then  retreat  B — Q3  fol- 
lowed by  P— 64  and  B— Q2.     Whereas  if  8. . .  .PxP;  9  P— KS,  9  Q— Kt3;   10  PxP,  10  KtxP;  n 
KtXKt,  ii  BxKt;  12  BX?  ch.,  12  QxB;  13  QxB,  13  Kt— K2;  14  B— R3,  14  Castles;  15  Kt— 63, 

15  R— K  sq.;  16  BxKt,  16  QxB:  17  QR— Q  sq.,  with  a  fine  game,  for  if  17 P— 63;    18  Kt— 

I<4,  18  QXP;  19  Kt— Q6  and  wins. 

254.  Game  20. — We  believe  that  Black  could  also  safely  play  8 P— Q3;  and  if  9  QB— KKt5,  9  Q — 

Kta;  10  PXP,  10  PXP;  n  KtxP,  n  QxB;  12  KtxP,  12  Q— RS;   13  KtxR,  13   Kt— 63  threaten- 
ing Kt — Kt5  with  an  excellent  attack. 

255.  Game  20 — Black  has  now  slightly  the  advantage  owing  to  his  opportunity  of  forcing   an   open  file 
for  his  R  by  P— KB3. 

256.  Game  20. — Either  R  to  K  sq.  would  have  been  of  no  use  as  White  could  well  answer  Kt — Q7- 

257.  Game  20. — The  Black  allies  take  their  chances  of  an  immediate  King's  side  attack  but  we  believe 
that  Q — QB3  was  more  sure  to  give  them  the  best  of  the  game.      They  might  have  then  continued 
B — R4  which  either  forced  the  QBP  on,  whereupon  Black  would  again  retreat  the  B   and   then  fix 
their  B  at  Q5,  or  Black's  QR  would  obtain  free  possession  of  the  open  Q  file,  in  case  White  defended 
the  QBP  with  one  of  their  Rooks. 

258.  Game  20. — This  was  wrong.     They  ought  to  have  retreated  B — K2  followed  by  K — R  sq.,   and 
though  Black  would  have  won  the  KBP  by  doubling  Rooks  it  would  have  been  very  difficult  at  least 
if  not  impossible  for  them  to  force  the  game  on  account  of  the  Bishops  being  of  opposite  colors. 

259.  Game  20.  —This  gives  the  opponents  an  opportunity  of  instituting   an   irresistible  attack,  24  K — R 

sq.  was  by  far  better,  for  if  24 P— Kt$,  25  B— K2,  25  BX?  (or  25 RxKP  ;  26  P— 63,  etc.); 

26  P— Kt3,  26  Q— R3  (if  26 RxP  ;  27  K— Kt2  and  wins);    27  Q— Q5  (but  not  27  PxR  on  ac- 
count of  the  reply,  27. ..  .B — Kt6,  etc.)  and  ought  to  draw. 

260.  Game  20.— This  forces  the  game,  and  it  will  be  easily  noticed  that  White's  replies  to  the  end  are 
all  compulsory.     See  Diagram  page  184. 

261.  Game  20.— If  25  BxP,  25  R  (Kt  sq.)  XB  ;  26  PxR,   26  RxBP  ;    27  RxR  ;  28  OXR  ch.,  28  K 
moves,  28  Q— RS  mate. 

262.  Game  20.— Of  course  if  PX?  then  RxB. 

263.  Game  20.— Both  parties  were  here  much  pressed  for  time,  and  relieved  themselves  by  repetition 
moves. 

264.  Game  20.— For  if  KxR  then  Q— R7  ch.  and  QXP  mate. 


INDEX  OF  GAMES. 


Alapin  &  Petroffsky  v.  Schiffers  ,V  TsrhiiM>rin 
Amateur  v.  Mephisto  ...................... 

Amateur  v.  Kieseritzky  .................... 

Anderssen  v.  Kolisch  ....................... 

"         v.  Neumann  ..................... 

"         v.  Paulsen  ...............    28,  78, 

"          v.  Steinitz   ..................... 

"          v.  Suhle  ......................... 

Barnes  v.  Morphy  .......................... 

Baucher  v.   Morphy  ........................ 

Bauer  v.  Porges  ............................ 

Bird  v.  Morphy  ........................... 

"   v.  Tschigorin  .......................... 

Bilguer  v.  von  Heydebrand  und  der  Lasa  ..... 

Blackburne  v.  Mason  ...................... 

"  v.  Steinitz  ...............   28,  36, 

"  v.  Zukertort  .................... 

v.  Winawer  ..................... 

Brien  &  Wormald  v.  Lowenthal  ............. 

Brunswick,  Duke  of  &  Count  Isouard  v.  Morphy 
Crefeld  Chess  Club  v.  Wesel  Chess  Club  ...... 

Uelmar,  Grundy  &  Moehle  v.  Judd,  Sellmann 
&  Ware  .......................... 

De  Riviere  v.  Morphy  ....  .................. 

Dufresne  v.  von  Heydebrand   und  der  Lasa.  .  . 
Esling  v.  Goldsmith  ........................ 

Englisch  v.  Rosenthal   ..................... 

Frankfurt  v.   Stuttgart  ...................... 

Goldsmith  v.  Esling  ........................ 

Golmayo  v.  Steinitz  ....................... 

Gunsberg  v.  Schallopp  ...................... 

Hammond  v.  Mackenzie  ................... 

Harrwitz  v  .  Kolisch  ........................ 

"        v.  Morphy  ........................ 

von  Heydebrand  und  der  Lasa  v.  von  Bilguer  . 
"  v.  Dufresne..  . 

Hirschfeld  v.  Kolisch  ....................... 

Isouard,   Count  &  Duke  of  Brunswick  v.  Mor- 
phy .........................  •  ..... 

Judd,  Sellmann  &    Ware  v.    Delmar,    Grundy 
&  Moehle  .......................... 

Judd  v.  Steinitz  ............................ 

Kolisch  v.  Anderssen  ...................... 

"       v.  Harrwitz  .:  ..................... 

"       v.  Hirschfeld  ....................... 

Kieseritzky  v.  Amateur  ..................... 

Liechtenhein    v.   Morphy   .................. 

Lowenthal  v.  Brien  &  Wormald  .............. 

Mackenzie  v.  Hammond  .................... 

"          v.  Winawer  ...................... 

MacConnell  v.  Zukertort  .................... 

Mason  v.  Blackburne  ....................... 

"      ^.  Potter  ............................ 

Mephisto  v.  Amateur  ....................... 

Minchin  v.  Wayte  ......................... 

Moehle,  Delmar  &  Grundy    v.  Judd,  Sellmann 
&  Ware  .......................... 

Morphy  v.  Barnes  ......................... 

v.  Baucher  ........................ 

v.  Bird  ...........  ................. 

v.  Duke  of  Brunswick  &  Count  Isouard 
v.  Harrwitz  ........................ 

v.  Liechtenhein  .................... 

i>.  De  Riviere  ...................... 

v.  Potier  ........................... 


132 

82 

136 

136 

36 

108 

28 

20 

154 

154 

38 

158 

1  12 

82 

78 

52 

32 

154 

36 

158 

112 

136 
112 

108 

154 
52 
32 

154 
20 
24 

132 
82 

154 
82 

108 

108 

158 

136 

48 
136 

82 
108 
136 
132 

36 
132 

32 
112 

78 
132 

82 

82 

136 
154 
154 
158 
158 
158 
132 
112 
136 


v.     ainer. 
v.  Ponce 


to* 

Morphy  v.  Paulsen 48 

Mortimer  v.  St.  Bon 108 

Neumann  v.  Anderssen 36 

Paulsen  v.  Anderssen 28,  78,  108 

"       v.   Morphy 48 

"       v.  Zukertort 86 

Petroffsky   &  Alapin  v.u  Schiffers  &  Tschigo- 
rin  " 132 

Ponce  v.  Steinitz  20 

Porges  v.  Bauer 36 

Potier  v.  Morphy 1 36 

Potter  v.  Mason 132 

Rainer  v.  Steinitz 164 

t)e  Riviere  v.  Morphy 112 

Rosenthal  v.  Englisch 52 

"          v.  Steinitz 24,  52 

"         v.  Anderssen 108 

Schallopp  v.  Gunsberg 24 

"        v.  Zukertort 78 

Schiffers  &  Tschigorin  v.  Alapin  &  Petroffsky..  132 
Sellmann,  Judd  &  Ware  v.  Delmar,  Grundy  & 

Moehle 136 

Staunton  v. 86 

St.  Bon  v.  Mortimer 108 

Steinitz  v.  Anderssen .  -. 28 

"       v.  Blackburne 3$,  36,  52 

•••••>> - 48 

r-----WWV  ••••*• "54 

»6*Jfc^.  .^j^ 20 

«       v.  Rosenthal....../..;.. 24,  52 

"       v.  Zukertort :..;....:  20,  '48,  86 

Stuttgart  v.  Frankfort 

Suhle  v.  Anderssen 20 

Tschigorin  v.  Bird 112 

v.  Schiffers 78 

' '          Zukertort 24 

Zukertort  v.  Blackburne 32 

"        v.  MacConnell 112 

"        v.  Paulsen 86 

"        v.  Steinitz 20,  48,  86 

"        v.  Tschigorin 24 

"        v.  Winawer 32,  48 

Ware,  Judd  &  Sellmann  v.   Delmar  Moehle  & 

Grundy 136 

Wayte  v.  Minchin 82 

Winawer  v.  Blackburne 154 

"         v.  Mackenzie 32 

"        v.  Zukertort 32,  48 

Wormald  &  Brien  v.  Lowenthal 36 

The  Contest  between  Messrs.  Steinitz  &  Tschig- 
orin   

Games  i  and  2* 

"       3,  4  and  5 

"      6,  7  and  8 

"      9,  10  and  ii    

"       12  and  13 

"       14  and  15 

"       16  and  17 

Consultation  Games. — 

Game  18  Evans'  Gambit.      Ponce  &  Tschig- 
orin v.  Gavilan  &  Steinitz 194 

"      19   Irregular    Opening.       Gavilan   & 

Steinitz  v.  Ponce  &  Tschigorin 194 

"      20  Evans'  Gambit.      Ponce  &  Tschig- 
orin v.  Gavilan  &  Steinitz 194 


162 
1 66 
170 
'74 
178 
182 
1 86 
190 


*  In  the  games  marked  by  odd  numbers  Mr.  Tschigorin  had  the  move,  and  played  the  Evans'  Gambit 
^hroughout,  with  the  exception  of  Game  3,  which  was  a  Ruy  Lopez.     In  the  even  numbered  games,  Mr 
teinitz  had  the  move,  and  opened  always  with  I  KKt— 63. 

193 


RETURN 
T 


MAIN  CIRCULATION 


ALL  BOOKS  *RE  9LWBCT  TO  RECALL 
RENEW  BOOKS  BY  CALLING  642-3405 


DUE  AS  STAMPED  BELOW 


SENT  ON  ILL 

JUN  ?  n  m 

•  £   U    KJcf 
U   C  RPnifcri  c 

• 

w.  «n  ocrtrvcLfc 

SENT  ON  ILL 

c;rp  2  2  W95 

U  C  BERKELEY 

FORM  NO.  DD6 


UNIVERSITY  OF  CALIFORNIA,  BERKELEY 
BERKELEY,  CA  94720 


^ 


-     : 


UNIVERSITY  OF  CALIFORNIA  LIBRARY 


